Paladin
Base Class: Paladin

An old man in plate armor sits hunched in his seat over a bowl of stew, his black cloak about his shoulders as a crow folds its wings to sleep, his tonsure of wild gray hair hangs down and hides his eyes. You only glance at him for a heartbeat but he quickly grabs your wrist, catches your eye, and begins speaking to you intensely,

"Life and Death. That is the balance of Nature and it should never be altered. Only gods live forever and rightly so. There are those who seek to alter this natural state. They and their creations must be destroyed."

You can tell that the man used to be quite handsome and still has a commanding presence about him. He goes on,

"Undeath in any form is an abomination that must be eliminated. Likewise the things which imitate life but that aren't living: constructs, golems, Warforged."

Only crazies pass around these thoughts on the Warforged. Is he one of them?

"Those who meddle in the black arts required to make these things are the guilty, however. Wizards, artificers, corrupt trade guilds and the politicians they've bought."

"The list is long and growing longer. For every ghoul I put to the flame, two more appear. Every merchant with a storefront wants a construct to help around the shop. That's why you have fat, lazy children sitting about on apple barrels. The constructs do their work for them and a generation is lost just like that."

He's gone from ghouls (and where did he meet ghouls?) to fat and lazy kids and something about apples, what the ...

"But I ramble. The Oath of Death is sacred. It's taken with grave resolve, no pun intended, for the task is nigh impossible. I just need more to join the cause. More like you. Come help me put things in their rightful order."

Was his speech compelling, or no? He's waiting for an answer.

TENETS OF DEATH 

There is but one natural order. That order is Life and Death. There is no middle ground.

The natural order must be maintained. If it be the job of just one man to do it, I will be that man.

Those who create the undead must die. There are many sins in the world. Taking away the gift of Death from someone and replacing it with the shell of existence the undead endure cannot go unpunished. Necromancers must be killed on sight. 

Life is sacred. While Death must be given its due, the sanctity of Life must be honored and celebrated. Any who would bring about the deaths of the weak and innocent shall meet a grim response.

Oath Spells

You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.

OATH OF DEATH SPELLS

Paladin Level             Spells

3rd           False Life, Guiding Bolt

5th           Fireball, Silence

9th           Blight, Speak With Dead

13th         Flame Strike, Dominate Person

17th         Finger of Death, Sunbeam

Channel Divinity

Aspect of Death. You can use your Channel Divinity to conjure an Aspect of Death. All creatures in a 60 foot radius will see what their interpretation of that is: a black winged angel, a hooded and cloaked skeleton with a scythe. Every enemy in the area of effect must make a Wisdom saving throw against your spell save DC or be Frightened. That condition lasts until they take damage or make their saving throw. Creatures that make their saving throw suffer no effect from the illusion. 

Turn Undead. Using your Channel Divinity as an action, you present your holy symbol to the undead who can't bear its sight. Each undead within 30 ft of you that can see you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and can't willingly move to a space within 30 ft of you. It also can't take reactions. For its action, it can only use 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. 

Cleansing Flame

Starting at 7th level, once per long rest, you can release a wave of cleansing fire in a 60 foot radius around you. All enemies within the area of effect must make a DEX saving throw against your spell save DC or take 6d10 + CHA modifier fire damage. They take half damage on a successful save. Undead roll their save at disadvantage. 

Circle of Sanctuary

Starting at 7th level, you are surrounded in an invisible 10 foot sphere of protection. Any ally within that 10 foot area is granted a +2 bonus to their AC score.

At 18th level, this radius extends to 30 feet.

Light of Death

Starting at 7th level, your weapons do an additional 1d8 + your CHA modifier radiant damage on a successful hit. This scales to 2d8 + your CHA modifier at 11th level, 3d8 + your CHA modifier at 15th level, and 4d8 + your CHA modifier at 19th level. 

Death's Touch

Starting at 15th level, you can cast Finger of Death once per long rest.

Sunburst

Starting at 15th level, you can cast Sunburst once per long rest. 

Angel of Death

At 20th level, you are an actual Avatar of Death, an Angel of Death. For 1 minute per long rest you can assume this form. And it's quite a transformation. Ten foot long, black raven wings sprout from your back while a black robe covers your body and a black cowl covers your head. Your face becomes something greater than what it already was though you can also see a hint of a bare skull just beneath the skin. Like you've become translucent. 

You become 8 feet tall and wield a giant scythe named Harvester. You gain a flying speed of 50 feet per round and a walking speed to match. In this form, your CHA score is 25 and everything else is 20. You have an AC of 25 whether or not your normal AC is higher or lower.

Harvester is a melee weapon with 15 ft reach that does 20 (4d6+11) slashing damage and 20 (4d6+11) necrotic damage. You get three attacks with it per round. 

In this form,you are immune to acid, cold, fire, lightning, thunder, and necrotic damage. Additionally,you can't be poisoned, charmed, paralyzed, put to sleep, or stunned. You are immune to bludgeoning, piercing, and slashing damage from non-magical weapons. You have resistance to magical attacks

Any necrotic damage you inflict on an enemy completely bypasses any resistance and treats immunity as resistance.

You have 3 Legendary Resistances a day.

You can cast the following spells once per day at 9th level: Counterspell, Silence, Banishment, Blight, Disintegrate, Finger of Death, Imprisonment, Power Word Kill, and True Resurrection. You may use your wings to recreate the Gust of Wind spell as a bonus action anytime you want.

Your spell attacks are +20 to hit and their DC is 23.

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