Paladin
Base Class: Paladin

Paladins who take the Immortal Oath of the Slayer (Twilight Paladins) are Paladins who have been killed in pursuit their oath, but the gods and their righteous wrath do not allow their death yet. They are joined with a powerful ancient wraith and given heavenly (or hellish) power. Their wraith provides them with spectral weapons, enhanced stealth, and wisdom from beyond the grave. These Paladins are nightmares to their enemies, and even some of their allies. A Twilight Paladin is doomed to lived until they have fulfilled their final oath and the gods are pleased with their actions, or their soul will be shattered into oblivion.A powerful wraith/paladin, referred to as a Twilight Paladin that has been preserved from death to fulfill their ultimate destiny.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spectral Weapon. As a bonus action you can make a sweeping attack with a spectral Glaive that appears magically in your hand, dealing 2d10+charisma modifier of radiant damage to every target within 10 ft of you.

On a critical hit, you also impose disadvantage every hit enemy's next turn.

Blinding Rage. As an action, you unleash the wrath of the wraith inside of you, pouring its rage out of your eyes in holy light, using your Channel Divinity. Each enemy that can see you within 30 ft. must make a WIS saving throw. On failure, it takes 3d6 radiant damage and is blinded until your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

 

Immortal Oath of the Slayer Spells
Paladin Level Spells

3rd

inflict wounds, hellish rebuke

5th

blinding smite, crusader's mantle

9th

staggering smite, wall of fire

13th

freedom of movement, guardian of faith

17th

destructive wave, flame strike

Aura of the Wraith

Starting at 7th level, the Wraith aids you and your allies in the fight, and friendly creatures (including yourself) within 10 feet of you gain +2 to their AC while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Consume the Weak

Beginning at 15th level, twice per short rest, when you have made a successful melee attack, you may, as a bonus action, choose to consume an additional 3d6 of the enemy's life-force, adding that number in temporary hit-points to yourself.

Immortal Rage

At 20th level, as an action, you can enter a holy and righteous rage for 5 minutes, calling on both your wrath and your Wraith's.

You get +3 to both hit and damage rolls, +10ft of movement, and you gain an extra attack.

In addition, for the duration, you also have advantage on attacks made against fiends and undead.

Once you use this feature, you can’t use it again until you finish a long rest.

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