Paladin
Base Class: Paladin

In the Quetzal race there are 9 levels of the underworld and most people who die must have their souls travel through the 9 levels of the underworld to eventually end up in Mictlán, where the God and Goddess of the underworld reside. Oath of Mictlán Paladin's are guardians of the entrances of the underworld and also serve as soldiers in the Military in honor of the God and Goddess of Mictlán to protect the Quetzal Race from any enemy aggression. Oath of Mictlán Paladins specialize in ushering corrupt souls to their God and Goddess of the underworld.

Channel Divinity(Death Whistle)

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

Power of Mictlán. As an Action, a spectral Death Whistle is conjured and you blow it. You call upon the Gods of Mictlán to grant you additional power, all Divine Smites will now do additional damage equal to 2d8 for 1 minute. You can choose the damage type of your Divine Smite to be either Radiant or Necrotic. If you deal Necrotic damage to a Celestial you can add an additional 1d8 smite damage.

Shrieks of Mictlán. As a bonus action, a spectral Death Whistle is conjured and you blow it. All enemies within the 60ft sphere centered on you will hear the Death Whistle and must make a Charisma saving throw or they will take a -2 to their weapon attacks, spell attacks, and AC against you for 1 minute(Legendary Resistances have no effect on this feature). You will gain a +2 to all of your weapon attacks, spell attacks, Save DC and AC for 1 minute.

Also, all undead that hear the Death Whistle with CR1 or lower must make a Charisma saving throw, unless it is immune to being charmed, or be dominated by you for 10 minutes and when the effects end on the dominated Undead it will turn to ash and cease to exist. On a successful save, the Undead’s speed is halved for 1 minute.

At level 7 the CR increases according to the table below:

PALIDIN LEVEL

DOMINATED UNDEAD OF CR …

7th

2 or lower

15th

3 or lower

20th

4 or lower

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Mictlán Spells
Paladin Level Spells

3rd

absorb elements, inflict wounds

5th

alter self, misty step

9th

counterspell, fireball

13th

death ward, polymorph

17th

mass cure wounds, wall of force

Eyes of Mictlán

Starting at 3rd level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You can make all your weapon attacks by using your Charisma Modifier instead of Strength or Dexterity modifiers. Also, as a Bonus Action you can cast the Darkness spell a number of times equal to your proficiency bonus per long rest. 

Fortitude of Mictlán

At 7th level, you gain resistance to necrotic and acid damage.

Arial Assault. At 11th level, as an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields a number of times equal to your proficiency bonus per long rest. Your flying speed is equal to your walking speed for 1 hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active. You can choose to make your Coutl wings look slightly necrotic if you want.

Divine Recovery

Starting at 15th level, as a Bonus Action, you can regain your expended Channel Divinity, but you only have the ability to do so twice and can’t do so again until you take a long rest.

Nine levels of Mictlán

At 20th level, As an Action you choose one creature within 60ft of you and they must make a Charisma Saving throw or else their soul will enter the journey through Mictlán. Within the span of the start of its next 5 turns it must make death saving throws. The creature will be able to take its turn after each death saving throw at the beginning of its turn. The creature needs to succeed in at least 3 Death Saving throws or else the creature dies and its soul stays trapped in the Nine levels of Mictlán. If the creature fails 1 death saving throw, the creature will have disadvantage on ability checks. If the creature fails 2 death saving throws, the creature's speed will also be halved. If the creature fails its third death saving throw, it will instantly die. If the creature succeeds on three death saving throws before it dies all the negative effects caused by this ability will go away and their soul will be spared. You are only able to use this ability once per long rest.

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