Paladin
Base Class: Paladin

The Oath of The Dead binds a paladin to the afterlife . Sometimes called Black knights, these paladins meet the ideal of the Grim Reaper. They hold themselves to bringing evildoers to their godly masters for judgment and return undead to their graves. Many who swear this oath are devoted to gods of death and are usually neutral.

Tenets of the Dead

Though the exact words and strictures of the Oath of The Dead vary, paladins of this oath share these tenets.     

Eradicate the Undead: Undead are an unnatural bastardization of life and thus they must be destroyed.

The Dead Stay Dead: Those that have gone through the natural process of death shall stay dead.

Death is Part of the Plan: Death is natural and you must trust the gods have a plan.

 

Channel Divinity

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

Reapers Eyes. As an action you can imbue your eyes with the vision required to see in complete magical darkness, using your Channel Divinity. For the next hour, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Detect Dead. You can use an action to detect any dead using your Channel Divinity. You know the exact location of any dead bodies, undead, or anything else that may be considered dead within 300 feet.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Dead Spells
Paladin Level Spells

3rd

inflict wounds, false life

5th

darkness, gentle repose

9th

counterspell, dispel magic

13th

blight, banishment

17th

cone of cold, hallow

Harming Hands

At 7th level, as an action You can use your lay on hands points to inflict harm on an opponent. Make a Melee spell attack on a hit you can expend any number of lay on hands into the opponent dealing 1 necrotic or radiant damage (your choice) per lay on hands points spent.

 At 18th level, You regain half the amount of hit points dealt to the target.

Marked For Death

At 15th level, as an action you can mark a creature for death. For the next 24 hours you know the general location of the creature and if you are within 300ft of the creature you can teleport to an unoccupied space within 10 ft of them. Once you use this feature, you can’t use it again until you finish a long rest.

Deadly Presence

At 20th level, as an action, you can emanate an aura of death. For 1 minute, an aura of death radiates within 10ft of you.

Whenever an enemy creature starts its turn in the aura of death, the creature takes 2d8 necrotic damage.

In addition, for the duration, you have advantage on saving throws against spells cast by celestials or undead.

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

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