Paladin
Base Class: Paladin

You are sworn to hunt and slay foul undead. Perhaps you survived an attack from one of the dread creature, or were raised in the service of a god of the grave. Now your oath empowers you against your sworn foes. It drives you to defend innocents from the scourge of all creatures imbued with the foul curse of undeath.

Tenets of the Deathwarden

Paladins following the Oath of the Deathwarden share these tenants.

Bravery. In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour and transform.

Life. Fight to ensure the undead don't snuff out the light of life in the world.

Relentlessness. Creatures of undeath never tire. You must remain vigilant.

Compassion. Those who suffer disease must be cared for. One can't fight against death without promoting life. Those dying must be nurtured and those suffering a worse fate must be spared that curse.

Oath Spells

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

Oath of the Deathwarden Spells

Paladin Level Spells
3rd bane, protection from evil and good
5th enhance ability, lesser restoration
9th life from death, remove curse
13th blight, freedom of movement
17th greater restoration, hold monster

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.

Protective Aura. As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10 foot radius and dim light for an additional 10 feet .In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage against all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Radiant Energy

Starting at 7th level, you and your allies with 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage.

At 18th level, the range of this aura increases to 30 feet.

Bulwark Against Death and Disease

Starting at 15th level, you can expend only one hit point from your lay on hands pool to cure the target of a disease. In addition, you hit point maximum can't be reduced, and you have immunity to effects from undead creatures that reduce your ability scores such a shadow's Strength Drain.

Scourge of Undeath

At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits:

  • The bright light shed from your Protective Aura is sunlight, and you can activate it without spending a Channel Divinity.
  • Your attack rolls against undead automatically hit.
  • An Undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.

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

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