Paladin
Base Class: Paladin

The Oath of the Keepers is a sacred path embraced by paladins who dedicate themselves to maintaining the delicate equilibrium between life and death. These noble warriors, known as Keepers, stand as unyielding bulwarks against the encroachment of necromantic forces and the unsettling grip of undeath. With solemn resolve, they take up their divine charge to safeguard the common folk from the shadows that seek to disrupt the natural order.

Clad in armor adorned with motifs of intertwined vines, balanced scales, and images of the sun and moon, Keepers exemplify their devotion to harmony. Their power flows from a wellspring of commitment to life's vibrancy and the profound understanding that death is an essential part of the cycle. They draw their strength from the very essence of existence, channeling it to both protect and heal, while smiting those who would disturb the balance.

Tenets of the Keepers

The tenets of the Oath of the Keepers have been upheld through generations. This sacred oath centers on the delicate equilibrium between life and death, transcending considerations of order and chaos. Its four guiding principles are steadfast.

  • Balance in All Things: Strive to uphold the equilibrium between life and death. Seek to understand that both are integral aspects of existence, and intervene only when the scales are tipped towards darkness or unnatural interference.
  • Ward Against Undeath: Vigilantly guard against the corruption of necromancy and the rise of undeath. Wherever the boundary between the living and the dead is violated, act decisively to banish the unnatural forces and restore the rightful order.
  • Champion of Mortality: Defend the lives of the innocent and vulnerable. Embrace your duty to protect the common people from harm, providing refuge and respite from the dangers that threaten their well-being.
  • Harmony in Transition: Understand that death is a transition, not an end. Aid those who grieve, offering them solace and support in their times of loss. Guide them to see the beauty in the cycle of life and death, and help them find hope amidst sorrow.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Channel Divinity

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

Distort Outsiders. As an action you create a 15ft aura of rippling air that disrupts outsiders. When a creature that is an Abberation, Celestial, Fey, Fiend or Undead enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature has disadvantage on any attack rolls while it is in the aura until the beginning of their next turn. On a successful save the creature is immune to this effect for 24 hours. This effect lasts for 1 minute.

Dread Form. Your connection to the barriers of life and death allow you to tap into the more horrific nature of undeath. As an action you create a deathly visage. Choose a number of humanoids up to your Charisma modifier. These creatures must make a Wisdom saving throw. On a failed save the creatures are frightened of you for 1 minute. On a successful save the creature is immune to this effect for 24 hours.

Cryptkeepers Training

Starting at 7th level, you can use your Charisma modifier in place of Strength or Dexterity for weapon attack and damage rolls.

Additionally, when you successfully hit a creature with an attack using a 2 handed weapon or a weapon with reach you can follow through, scything into another creature within range. As a bonus action you can make an additional attack against a different creature in range, rolling with advantage. You can use this feature a number of times equal to your proficiency bonus per long rest. 

At 18th level, you also add your proficiency bonus to damage rolls. 

Draining Smite

Beginning at 15th level, whenever you damage a hostile creature with your Divine Smite feature, you can heal a creature you can see within 30ft of you for 1d6 hit points. If the target of your Divine Smite is undead, the number of restored hit points is doubled.

Form of the Reaper

At 20th level, you become the ultimate guardian of life and death. As an action, you can magically take the form of the reaper, shrouding yourself in a  hooded cloak of pure darkness, gaining the following benefits for 1 minute:

  • Your speed increases by 20ft and you are not affected by difficult terrain. 
  • You become partially incorporeal. You gain advantage on dex saving throws and resistance to bludgeoning, piercing and slashing damage from non-magical weapons. 
  • Your reach increases by 10 ft. 
  • Any undead creature you hit with a melee attack must make a Wisdom saving throw. On a failed save the creature is frightened of you while your form of the reaper is active. If an undead creature that already has the frightened condition fails this save they are instead destroyed, disintegrating into a pile of fine, black, powder. 

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

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