Paladin
Base Class: Paladin

The Oath of Death is at odds with itself whether a protector of both life and death or a destroyer that wishes to put all to rest that live in death... the good and evil of it does not matter only that their goal, and purpose is fulfilled. To be such a knight you do not need to be good or evil instead you just need to choose your purpose in life... what your animation drives you to continue.

 

TENETS OF A KNIGHT OF DEATH

The tenets of the Oath of Death vary by paladin, in the world there are usually deamed two separate methods to deal with death. The way of the Embalmer Knight and that of the Venator, each of these paths holds a fundatmentally different philosohpy on death and are honored in their own right. The Embalmer protects those in death viewing it as not only a new beginning, but a life in itself... one which should be protected at all costs. The Venator believes highly in the destruction of rogue undead, the slaughter of such to preserve life from the preverse nature of death, and inevitably when their job is done so too will their life.

 

(Embalmer)

  • Respect Death- It is an ever present foe who will neither tire nor hesitate. Do not show blind hate nor dismissal for anything less than your utmost diligence will see death win over you.
  • Know what has died- Never forget what has been taken, memory alone is what keeps the world from being lost. The tales of ancients, the knowledge of hermits, the lost glory of ages past must never die.
  • Master Undeath- Do not allow the border of life to be breached. Preserve existence at all costs and bring back those who are lost. Death can yet be undone, given true effort.

 

(Venator)

  • Respect Death- Respect the value of death. No life is important enough to upheave the laws of the world, lest we are left with no laws at all.
  • Know what has died- Seek out those who have cheated death unfairly. Know those who have fallen before their time and those who have long since lived past it.
  • Master Undeath- Ensure that final rest is maintained to those that deserve it. To call upon the past is wisdom but to enslave it in chains is worthy of war.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options (One Depends on Specialization). 

  • - BASED OFF SUBCLASS -
  1. (Bone) Bone Shield. As a bonus action, you can cover your or an ally's body within 30 feet in bone, forming a thick layer of armor around your body. With each strike made on you, it degrades the bones, wearing away the armor. You start with 4 bonus ac in the form of four bones and per strike, reduce the ac bonus as well as the bones till the bone shield is completely removed or until you short or long rest. (Gain two additional bone shields at 5th, 11th, 17th)
  2. (Blood) Sanguine Drain. As a bonus action, you add your CON bonus to weapon damage and heal for that much every time you damage a living creature;  this can be done multiple times but draws from a pool of charges (To a minimum of 1 per damaging attack). The pool of charges equals the Constitution + Proficiency bonus and expands at levels 5, 11, and 17, each time changing the modified value. For the 5th level modification, it multiplies the number of charges by 2, 11th multiplies the number of charges by 3, and 17th multiplies the total charges by 4. Lasts until all charges are spent, or you rest.
  3. (Decay) Caress of the plague. As an action, you can choose a number of targets up to your Charisma score + your Proficiency bonus and afflict them with a status of your choosing. The save is equal to your Spell save DC. This effect lasts until the enemy makes a successful save against your Spell Save DC or until you rest. (Cannot be Grappled, Prone, Incapacitated, unconscious.)

 

 

  • Mark of Death. As a bonus action, you can utter a mark of death against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Death Spells
Paladin Level Spells

3rd

false life, inflict wounds

5th

hold person, misty step

9th

haste, animate dead

13th

blight, dimension door

17th

raise dead, antilife shell

 

Aura of Demise

Starting at 7th level, you fill nearby creatures with the energy of the aspects of death. While you’re not incapacitated, you and friendly creatures near you are within 10 feet of you gain the following benefits.

  1. (Bone)  Aura of Unnatural Armor: Starting at 7th level you radiate an aura of shielding bone. at the start of your turn, all allies within 10 ft of you (including yourself) gain 1 AC, they cannot gain more then your proficiency bonus in AC through this feature. this AC is reduced by 1 for each attack roll made against the creature. At level 18 this area is increased to 30 ft
  2. (Blood)  Aura of Gluttonous Hunger: Starting at 7th level you exhude an aura of death. Whenever a creature within 10 feet of you dies, you gain a number of 'Bloodgreed' charges equal to its CR(mimimum of 1). you can store a maximum number of Bloodgreed charges equal to your level+charisma characteristic. 
    • After a long rest all Bloodgreed charges are lost.
    • The next time you use a spell or ability that deals damage or restores health you can choose to spend all your bloodgreed charges to add that much additional healing or damage to the target.
  3. (Decay)  Aura of Decay: Starting at 7th level all creatures of the paladin's choice within 10 feet of them take necrotic damage equal to the paladin's charisma bonus at the start of the paladin's turn. this damage does not affect a creature below half of its maximum hitpoints and only effects living creatures, undead and mechanical enemies remain unaffected. All creatures that are living and enter the aura are forced to treat the area within the aura as difficult terrain. At 18th level this area increases to 30 ft

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Incarnate

Starting at 15th level, the paladin is immune to the effects of exhaustion, immune to poison damage, resistant to necrotic damage, and immune to the poisoned condition. in addition they begin to take a rotted or skeletal appearance.

Avatar of Death

At 20th level,

  1. (Bone) 
    You can only lose a singular bone from Bone shield each turn at the start of your turn. Immunity to criticals while Bone Shield is active. Bone Shield effects all creatures you choose within 30 ft of you, granting an effect equal to half of your Proficiency bonus as the effect. This effect applies to everything with Bone Shield applied, this can include allies.

    Once you use this feature, you can’t use it again until you finish a long rest. Lasts 1 minute.
  2. (Blood) 
    • Blood wings form along you back and grant you a flying speed of 45 feet.
    • The Death Knight has advantage on melee attack rolls against any creature that doesn't have all its hit points, while the effect of Avatar of death is active.
    • Set channel divinity charges of Sanguine drain to 100 charges to be used as seen fit by the Knight. Uses of Channel Divinity is also restored. Can also use a 5th level spell slot to regain the effect of Channel Divinity.

    Once you use this feature, you can’t use it again until you finish a long rest. Lasts 10 minutes.

  3. (Decay)
    An aura of decay and rot exudes from you; for the next minute, all creatures of your choice within 30 feet of you are vulnerable to all damage types of your choosing. If a creature is immune to a damage type listed, they are instead treated as resistant

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