Base Class: Paladin
The oath of the grave digger is taken up by those who have dealt and/or are experienced in death. This is often the only thing these paladins have in common, due to the sheer variety of life experiences they have lead. Some of the common examples of these experiences being; ex soldiers of countless battlefields, a retired assassin, an old member of a clergy facilitating funerals and a villager having survived a plague wiping out their village. Those who swear this oath all recognize that despite what life someone's lead they all die and all dead have the right to be laid to rest. There being some profit in disposing bodies also helps further the endeavor. Due to these beliefs they dislike or hate undead since they undo their work and disrespect the one right all have, to be left to rest. Since living a full life is not a reward bestowed to all, paladins of this oath try to achieve it or at least help others in doing so. These diggers are often aligned with deities or entities of death like the raven queen, or sometimes ones that just hate undead.
Tenets Of a Grave Digger
A Grave for All. Murderer, thief, saint and blacksmith, all have the equal right to a hole in the ground once they are dead. After all you only get paid for the hole not their life story.
Back to the Grave. Put the undead back in the hole in the ground where they came from. You don't like the undead, undoing your livelihoods work of digging graves.
Dig it Deep. Once a body or what's left, is in the ground, that's where it should stay. To avoid redoing your work, make sure it is not coming back out of the hole.
A Proper Tombstone. Death is part of life, but seeing a full life span on the Tombstone helps make the job easier. It would be good if you could do the same.
Oath of Grave Digger Spells
You gain oath spells at the paladin levels listed in the Oath of the Grave Digger table. See the Sacred Oath class feature for how oath spells work.
| 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 |
Grave expert
At 3rd level when choosing this subclass you have advantage on Perception/ Investigation/History checks when it comes to graves. You are also able to cast Gentle Repose as a ritual when burying a body.
Channel Divinity
Buried Alive. As a bonus action for 1 minute all your attacks are considered magical and deal an extra 1xd6 force damage, and 19 is also considered a critical only against undead.
Kept From the Grave. As an action you summon a 30 foot sphere with you as the center, of light mist that moves with you for 1 minute. Fallen allies who come in contact with the mist are instantly stabilized. Allies on ending their turn in the mist gain 1xd6 + proficiency bonus temporary hit points, this includes your self. This can only happen up to your constitution modifier every round (max 5).
Saved from the Grave
Starting at 7th level, as a reaction or bonus action once a round, you are able to use Lay on hands on a creature you choose that is in range of your aura without touching them up to your paladin level.
Grave Knowledge
At 15th level your experience in using your channel divinity allows you to unlock its true potential.
- Buried Alive, now deals 2xd6 force damage and only against undead critical on 18 as well.
- Kept from the grave, a total number of allies up to your constitution modifier (max 5), gain advantage on Wisdom, Dexterity and Constitution saving throws.
Become Death, Digger of graves
At 20th level your understanding of life and death has allowed you to transcend your limits for a short period of time.
Once a day you can activate Buried Alive and Kept from the Grave at the same time at no cost of the channel divinity and choose one of the following:
- Fly speed of 30 feet for the duration.
- Swim speed of 40 feet for the duration.
- You gain true sight up to area of your Aura for the duration.
Once you use this feature again, you can't do so until you finish a long rest.
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