Paladin
Base Class: Paladin


Balance. When you know of a disturbance in nature or order, you must take steps to correct the problem. Any resurrection that is not blessed or granted by the gods or happened through demonic means is considered Heresy. 
Cycle of Life.  Reapers will not allow the resurrection of those who have fallen. Even if they are family, friend, or loved one as everyone must die eventually and being brought back to life without the blessing of the gods is heresy in the eyes of a reaper. Reapers no matter what cannot be revived by any means. Their soul is owned by the gods and only they may bring them back. Even if they were brought back they would no longer be reapers and end up as oath breakers.
REAPER: Reapers will not revive anyone under any circumstance and if so become oathbreakers. Only the gods may revive the dead for they are the very Arbiters of life and death
Stoicism: the endurance of pain or hardship without the display of feelings and without complaint. Reapers understand that life and death has many hardships and cannot let emotion blind them.

Channel Divinity

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

Corrupted weapon: - As an action, you can imbue a weapon with corrupted energy For 1 minute, the weapon is considered magical, you add {{modifier:cha@min:1}} to attack rolls, and half of your Charisma rounded down to damage rolls(minimum 1). It emits Bright Red and light for 20 ft. and dim light for 20 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.

Reapers Banishment:  The reaper speaks in the abyssal tongue and presents the reapers Vale 
As an action, fiends and undead have dis advantage on banishment, using your Channel Divinity. enemy creatures within 30 feet of you must make a Wisdom saving throw (DC {{savedc:cha}}). If the creature fails its saving throw, it is now under banishment and is drawn into the Reapers aura. The banished creatures must move in the fastest available means into the reapers aura. It cannot leave the reapers Arua until it succeeds a wisdom saving throw at the end of its turn. The reaper now has an advantage with attack rolls on creatures marked for banishment. undead and Fiends take 1d4 fire damage at the beginning of its turn while under banishment. Banished creatures will have a red skull shown on the middle of its chest. 


A glimpse of death: as a bonus action, a number of creatures equal to your prof mod, within 10 feet must succeed a wisdom saving throw or be frightened of you. The ones frightened with this must spend their action to dash away from the reaper. They cannot move within 30 feet of the paladin unless they break the fear. A black symbol with a skull will appear on the afflicted creatures. A creature may make a Wisdom saving throw (DC {{savedc:cha}}). at the end of their turn. (This last a maximum of 3 rounds)

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

Hellish rebuke, Bane

5th

Misty Step,See invisibility

9th

Bestow curse, phantom steed

13th

Banishment, Blight

17th

contagion, Hallow

Shroud of Death and Life

Shroud of Death and Life 

Starting at 7th level, you and friendly creatures within 10 feet of you are always under the effect of protection from evil and good, Undead or Fiends entering the reapers aura for the first time take 1d4 radiant damage

At 18th level, the range of this aura increases to 30 feet and the damage is 3d4 while the duration last 5 turns.

Tainted Soul and corrupted body

Tainted Soul and corrupted body 

Beginning at 15th level your own soul has been completely consumed by the darkness. You can no longer be charmed or possessed and when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 15 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

 

Dark Champion

Starting at 20th level, you can assume the form of pure darkness, taking on an appearance you choose(only appearing one size larger or smaller and have to stay your specific race ). For example, your skin might turn black or put off a dark mist, your hair might become pure white or cascade off you like fog, or you might sprout skeletal spikes.

As an action, you undergo a transformation that allows you to embody darkness. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • You gain a pair of ghostly see-through leathery of bone wings that give you a flying speed of 50 feet.
  • Enemy creatures that start their turn within 5 feet of you take necrotic damage equal to your Charisma modifier(minimum of one). or double if the creatures are under banishment 

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

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