Base Class: Paladin
A woman leads her dear friends into the next life as she lays them to rest. A man delves into a tomb to end the necromancers hold over the dead, and allow them to finally rest in peace.
Tenets of the Dead
All Deserve Rest. It is the paladin's duty to root out any undead, and finally allow them to rest. Most of the time this means seeking those who control the undead, and ending their lives. However, if no such person can be found, or if the undead put the living in danger, then as a last resort the paladin will strike the undead down.
No Unwilling Return. The paladin will not place themselves in a position that allows necromancy to raise to life those who are unwilling. Spells that raise the dead should have the consent of those who are raised. Otherwise to do so is to offend the dead.
Beauty In The Grave. The grave is a persons final resting place, and respect must always be given to it. Any attempt to disrespect a resting place should be met with offense.
Oath Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
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.
Slumber. You can use your channel divinity to cause creatures to experience the dead's slumber. As an action, you force a number of creatures equal to your proficiency bonus {{proficiency}} to make a Constitution saving throw. On a failed save the creature falls asleep for one minute. If the sleeping creature takes damage then they are immediately woken up. A creature can also take an action to wake up their sleeping ally.
Evergrave Mist. You can use your Channel Divinity to exude mist from the grave. As a bonus action, you cover yourself and all adjacent squares in mist. Any creature standing in this mist has disadvantage on attack rolls. Likewise, any undead that stand in this mist take radiant damage at the start of their turns equal to your Charisma modifier. This mist exudes from you for one minute, or until you dismiss it as a bonus action.
Aura of the Grave Keeper
Starting at 7th level you emanate an aura from the grave itself while you're not incapacitated. The aura extends 10ft from you in every direction, but not through total cover.
Any creature of your choice gains advantage on Constitution saving throws while in the aura. Likewise, any creature of your choice also gains advantage on Charisma (intimidation) checks.
at 18th level the aura increases to 20 ft.
Wrath of the Tomb
Starting 15th level, the grave itself runs through your veins.
You can use a bonus action to bolster your attacks to deal additional necrotic damage equal to your Charisma modifier (minimum of 1). The effects of this ability last for 1 minute, until you dismiss it as a bonus action, or until you fall unconscious.
You can also expend a use of this feature to grant temporary hit points equal to half your class level to any creatures you can see, equal to your proficiency bonus. These hit points last until they are expended, or until the creatures take a long rest.
You can use this feature a number of times equal to your proficiency bonus. All expended uses are regained after a long rest.
Spirit's Overseer
You have become a true guardian over the dead. As an action you can magically gain the powers of the Evergrave's champion and gain the following benefits for 1 minute:
- You gain truesight up to 120 feet.
- You can teleport up to 30 feet on your turn.
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