Paladin
Base Class: Paladin

Oath of the Final Rest

The Oath of the Final Rest binds paladins to the sacred cycle of life and death. These paladins strive to ensure every soul meets its destined end and that the balance between life and death remains unbroken. They are the guardians of the boundary between the living and the dead, standing against those who would deny their mortal fate, either by unnaturally prolonging life or raising the undead.

Paladins who follow this oath often work closely with clerics and worshippers of deities associated with death, rebirth, and fate. They view life as a cherished journey and death as its natural conclusion.

TENETS OF THE FINAL REST

  • Sacred Cycle: Life is precious, and death is its natural culmination. Uphold the sanctity of this cycle and prevent its perversion.

  • Merciful End: Give those who suffer a swift, dignified end, ensuring they don't linger in pain.

  • Guard the Departed: Stand against the forces of undeath and those who would disturb the rest of the deceased.

  • Seek Balance: In all things, strive for harmony between life and death. Be neither a harbinger of doom nor a blind savior.

Oath Spells

3rd-level Oath of the Final Rest feature

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

Oath of the Final Rest Spells

Paladin Level

Spells

3rd

command, sanctuary

5th

gentle repose, blindness/deafness

9th

speak with dead, bestow curse

13th

death ward, banishment

17th

antilife shell, circle of death

 

Channel Divinity

3rd-level Oath of the Final Rest feature

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.

  • Final Respite: You can use your Channel Divinity to provide a peaceful end to a creature. As an action, touch a creature that appears near death. Roll 4d8 + your paladin level; the total is how many hit points this spell can affect. If the creature's hit points are equal or less than that total, the creature is put into a peaceful slumber and passes away. This feature doesn’t work on undead and creatures immune to being charmed.
  • Bane of the Undead: As an action, you present your holy symbol, and undead within 30 feet of you must make a Wisdom saving throw. On a failed save, the undead are turned for 1 minute or until they take damage.

 

Aura of Tranquility

7th-level Oath of the Final Rest feature

You and friendly creatures within 10 feet of you are immune to effects that would cause fear or possession by undead. At 18th level, the range of this aura increases to 30 feet.

Soul Anchor

15th-level Oath of the Final Rest feature

Upon hitting a creature with a melee weapon attack, you can choose to tether their soul to the current plane. For the next minute, that creature cannot benefit from any form of teleportation, ethereal movement, or planar travel. In addition, if the creature is undead, it cannot use the Incorporeal Movement feature. This effect ends if you become incapacitated or if the creature moves more than 60 feet away from you.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Final Command

20th-level Oath of the Final Rest feature

You are empowered to command a creature's spirit to depart the mortal realm, guiding them to their final rest.

  • As an action, you can point to a creature you can see within 60 feet and command its spirit to relinquish its hold on the mortal world.
  • The target must make a Wisdom saving throw against your spell save DC.
  • On a failure, if the creature has 100 hit points or less, its spirit is compelled to leave, killing it instantly. On a success, or if the creature has more than 100 hit points, it takes 10d10 psychic damage as the command resonates painfully within its mind.
  • After using this feature, you must finish a long rest before you can use it again.

 

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