Base Class: Paladin
The Oath of the Death Knight is a call to those who no longer see the graces of preserving nature's balance between life and death. Paladin's that heed this Oath's call seek to disrupt said balance and push the world into a new era. An era where souls refuse to rest and the corpses of old are able to breathe in life once more.
Whether these Paladin's act in the name of a higher cause or in the desperate act to bring back a loved one, they must all share the same task of pushing this new will power into the current age. Necromancy is an old and dark art that is not looked so kindly upon by most which tends to cause for social difficulties for those who practice it. It is a good thing that there will plenty of time to convince the masses of it's usefulness. Especially once they are brought back from the earth under the Paladin's cold will.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Death Knight Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | cause fear, inflict wounds |
| 5th | wither and bloom, gentle repose |
| 9th | animate dead, speak with dead |
| 13th | blight, shadow of moil |
| 17th | danse macabre, negative energy flood |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Unholy Standing Death is your domain and you set the terms of it's occurrence. As an action you can prevent a number of creatures equal to your charisma modifier (minimum of 1) within 30ft of you from going unconscious as a result of dropping below their minimum hit points. This effect lasts until the start of your next turn and can only be used on creatures who are currently conscious. If an affected creature is still below their minimum hit points by the start of your next turn they fall unconscious.
Deathly Rank As an action you can start exuding a foul odor of a rotting corpse from yourself for a minute. Any creature that starts their turn within 5ft of you must make a Constitution saving throw against your spell DC. On a failure, they have disadvantage on attacks against you and their speed is halved until the end of your next turn. This is only effects creatures with the ability to smell and does not effect undead creatures.
Aura of Numbing
Starting at 7th level, you constantly emanate a deathly aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
As a bonus action, you can set your aura to give yourself and your allies resistance to either necrotic or radiant damage. Once the aura is set it will stay as set until changed by a bonus action.
At 18th level, the range of this aura increases to 30 feet.
Soul Snatch
Your enemies souls are within your reach. Starting at 15th level, whenever a hostile creature takes damage within your aura you can reach out to them claiming any sparks of their soul that they have lost and gain temporary hit points equal to your Paladin level.
Grave Raiser
Why rule through intimidation when you can rule through the power of unquestioned command. Starting at 20th level, as an action you can enter the Grave Raiser state once per long rest.
Whilst in the Grave Raiser state you can let the souls you have been storing take hold of your most recent elimination. Whenever you kill a creature within an hour of activating this ability you can force their body to reanimate as an undead version of themselves. There must be a corpse remaining for this ability to reanimate the creature. The reanimated corpses have the following attributes:
- They regain half of the maximum hit points they had before they died. They cannot be healed or gain temporary hit points.
- They retain all physical ability scores (STR, DEX, CON) that they had before they died.
- They retain all physical abilities/features (e.g. multi-attack, action surge, etc.) that they had before they died.
- All of their mental ability scores (INT, WIS, CHA) are set to 4.
- They lose any ability to cast spells or activate any mental based abilities (e.g. mind link, awakened mind, etc.).
- They lose any ability to use any form of inherent magic (e.g. wild shape) or activate magic items. They are still able to wield magic weapons in relation to the attack action (the use of a +1 Handaxe would be allowed but not the use of a Wand of Magic Missiles) .
After the hour has passed all reanimated corpses collapse and turn to dust.
Previous Versions
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