Base Class: Paladin
A paladin who swears the oath of death serves the unending goal of keeping the dead and the living separate. However, the main tenet of this order is that once something is destined to die, nothing must stand in its way. Blurring the lines between death and life are cardinal sins.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mark for Eternal Servitude. As a bonus action, you present your holy symbol to a medium or small hostile humanoid creature you can see within 30 feet of you, damning their soul and tethering it to yours. Until the end of your next turn, if that creature is reduced to zero hit points, it is raised as a zombie under your control.
Mark as Preserved. As an action, you present your holy symbol to an ally, and call upon your gods for their safety. That creature regains hit points equal to your paladin level, and for 1 minute, any hit points they would heal above their maximum hit points are instead gained as temporary hit points.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Death Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Heart and Feather
By 7th level, you have improved your hold on the scales controlling life and death. When a hostile creature you can see is reduced to 0 hit points, you and up to three other creatures you can see may spend and roll one of their hit dice and add your spellcasting modifier, regaining that many hit points.
Death's Hand
At 15th level, you can channel the will of the gods of death, working faithfully to uphold their principles. When you would reduce a creature to a hit point total lower than your paladin level, you may use your reaction and reduce that creature's hit points to 0 instead. You can use this feature a number of times equal to one plus your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Archon of the Grave
At 20th level, you can assume the form of an unholy reaper. Using your action, you wreath yourself in blackness. For 1 hour, you gain the following benefits:
- Melee weapon attacks you make deal an additional 4d10 necrotic damage. Medium or small humanoid creatures reduced to 0 hit points by you are raised as undead, as if you had cast animate dead.
- You emanate an aura of life and death in a 30-foot radius. Any friendly creatures who start their turn in that aura regain 2d10 hit points, and hostile creatures who start their turn in this aura take 2d10 necrotic damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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