Paladin
Base Class: Paladin

The Oath of Finality is a path few follow, for those who go down it become reapers and executioners. Often their presence can feel as though they radiate death. When following this path, one must be more than a killer, as they are also to usher souls to the next life.  

Tenets of Finality

Mercy. Let death by your hand be swift.

Unyielding Pursuit. No one cheats fate.

No Lost Souls. A lost soul is a failure of duty.

Channel Divinity

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

Guidance of Death: As a bonus action, you present your holy symbol and speak a prayer of merciful passing, using your Channel Divinity. Choose one creature within 60 feet of you, that creature becomes marked for 60 seconds. Attacks you make against that marked target critically strike on a 19 and 20 instead of a 20. If the marked creature is slain before the 60 seconds, you may expand a spell slot to consume the mark (see below for corresponding effect), move the mark to different creature within 60 feet using a bonus action, or let the mark dissipate. You may move the mark a number of times equal to your Proficiency Bonus.

1st Level Spell Slot: You may use Lay on Hands as a bonus action on any creature within 15 feet as if you were touching them.

2nd Level Spell Slot: The next time you attack a creature this combat, damage from the attack cannot be negated or reduced.

3rd Level Spell Slot: You emit an aura of protection for your allies until the end of your next turn. The aura extends 10 feet from you in every direction, but not through total cover. Allies within the aura gain a +2 to AC

Shepard of the Lost: Using your Channel Divinity, you may commune with the dead. A corpse of your choice reanimates, answering yes or no question you ask. The corpse has full recollection of their past life and views you as a friend. You can ask a number of questions equal to your Charisma modifier. After you have asked your questions, you usher the soul to the afterlife. This takes 30 minutes and is not considered a short rest.

Inescapable Fate

At 7th level, your connection to death and fate strengthens you to supernatural heights, becoming a conduit for the gods of death. The range of Guidance of Death is increased to 90 feet. In addition, when you first activate the skill, you teleport to a space within 5 feet of the creature, or the closet available space to the creature if all other spaces are occupied. If the creature is currently in flight, it makes a charisma saving throw against your spell save DC. On a failed save, the creature lands with you, ignoring fall damage, takes damage equal to your currently melee weapons profile, and reduces its flight speed to zero while marked. On a pass, you land under the creature, ignoring fall damage, and end your turn. 

For flavor, it is recommended that you choose a god/goddess of death. Depending on your choice, change how the teleport visually looks. For example, if you choose the Raven Queen as your god, instead of a teleporting you would sprout wings and dive bomb your mark.

Soul Gaze

At 15th level, a mere gaze from you is enough to strike fear into all but the bravest of souls. As a reaction when a creature attempts to leave your reach, you can stare into their soul. They must make a Charisma saving throw against your spell save DC. On a pass, the creature may continue their move unimpeded, and cannot be affect by this feature for 24 hours. On a fail, the creature stops dead in their tracks, and is forced to only attack you this turn. Creatures marked by your Channel Divinity have disadvantage on this saving throw. 

You can use the Inescapable Fate feature whenever you move the mark. Additionally, upon using the Inescapable Fate feature, creatures in a 10 foot radius around you must succeed a Wisdom saving throw against your spell save DC or be Frightened. 

 

Avatar of the End

At 20th level, your command over life and death likens you to a demigod. Upon a marking a creature with your channel divinity (this includes moving it to the next creature), they must succeed a Charisma saving throw against your spell save DC or fall to theirs knees in defeat (prone).

Oath of Finality Spells

You gain oath spells at the paladin levels listed in the Oath of Finality Spells table. See the Sacred Oath class feature for how oath spells work

Bane

Blight

Darkness

Gentle Repose

Guiding Bolt

Hallow

Mass Healing Word

Mass Cure Wounds

Shadow of Moil

Spirit Shroud

 

 

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