Base Class: Paladin
Tenets of the Raven
The tenets of the Oath of the Raven guide paladins who swear this sacred vow. These tenets embody the core principles of the subclass and shape the paladin's conduct and beliefs:
Honoring the Natural Cycle: Uphold the sanctity of the natural order, ensuring that life and death proceed according to their ordained paths.
Guiding the Departed: Offer solace and guidance to souls in transition, aiding them on their journey to the afterlife and beyond.
Opposing Undeath: Stand resolute against the corruption of undeath, combating those who disrupt the balance between life and death.
Serving the Raven Queen: Devote yourself wholly to the service of the Raven Queen, following her divine will and embodying her principles of fate and justice.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Raven Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | inflict wounds, protection from evil and good |
| 5th | animate dead, death ward |
| 9th | antilife shell, raise dead |
| 13th | hallow, guardian of faith |
| 17th | circle of death, etherealness |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Veil of Shadows. You can use your Channel Divinity to call upon the power of the Raven Queen to shroud yourself in darkness. As an action, you can use your Channel Divinity to cast the darkness spell without expending a spell slot. This darkness emanates from you in a 15-foot radius, centered on yourself, and lasts for 1 minute. While the darkness persists, you and friendly creatures of your choice within the radius gain advantage on Dexterity (Stealth) checks.
Raven's Blessing. You can use your Channel Divinity to call upon the blessings of the Raven Queen to protect and empower yourself and your allies. As an action, you can use your Channel Divinity to invoke Raven's Blessing. When you do so, you and friendly creatures within 30 feet of you gain temporary hit points equal to your Charisma modifier + your paladin level (minimum of 1), and you gain advantage on saving throws against being charmed or frightened.
These temporary hit points last for 1 hour or until depleted, whichever comes first.
Once you use this feature, you can't use it again until you finish a long rest.
Raven's Sentinel
Starting at 7th level, you gain the ability to summon a spectral raven to aid you in battle. As a bonus action, you can summon the raven to a space within 30 feet of you. The raven remains for 1 minute, until you dismiss it as a bonus action, or until it is reduced to 0 hit points. While the raven is present, you gain the following benefits:
- You have advantage on Wisdom (Perception) checks that rely on sight or hearing.
- Once per turn, when you hit a creature with a weapon attack, you can use your reaction to command the raven to deal necrotic damage to the target equal to your Charisma modifier (minimum of 1).
Once you use this feature, you can't use it again until you finish a short rest.
Aura of the Raven
Starting at 15th level, you emanate an aura that inspires dread in your enemies and bolsters the resolve of your allies. The aura extends 10 feet from you in every direction, but not through total cover. While you are conscious, the aura grants the following benefits:
- Enemy creatures within the aura have disadvantage on saving throws against being frightened.
- Friendly creatures within the aura have resistance to necrotic damage.
Avatar of the Raven Queen
At 20th level, you become an embodiment of the Raven Queen's divine power. As an action, you can assume the form of an avatar of the Raven Queen for 1 minute. While in this form, you gain the following benefits:
- You have resistance to all damage except force and radiant damage.
- Your weapon attacks deal an additional 2d8 necrotic damage.
- You can use your Channel Divinity without expending a use.
Once you use this feature, you can't use it again until you finish a long rest.