Base Class: Paladin
Tenants of the Raven
Paladins of the Oath of the Raven are often a dour lot, adhering to a strict code that stresses the sanctity of both life and death.
Death is a natural part of life. Do not fear death, for it is nothing more than the inevitable conclusion of all things.
Undeath is a perversion. The undead and those who foster them are wicked and unholy. They are an affront to the natural order of things and must be destroyed.
Life is precious. Life is what gives death meaning. It should not be cut short, and should be preserved until the appropriate time has come.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Raven's Gaze. As an action, you can present your holy symbol and use your Channel Divinity to release the gaze of death itself upon the world. Each hostile creature within 10 feet of you must make a wisdom saving throw. Any creature who fails their saving throw is restrained until the end of their next turn and undead takes damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Vow of Death. As a bonus action, you can grasp your holy symbol and vow to send your foe screaming into the afterlife. You may target a creature you can see within 30 feet of you. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or until it drops to 0 hit points – or falls unconscious. If a creature under this effect dies, it cannot become undead.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Raven Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
false life, find familiar (must be a raven) |
|
5th |
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9th |
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13th |
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|
17th |
Aura of Preservation
Starting at 7th level, you can intervene to protect you and your allies from perversions of life.
Whenever you or a friendly creature within 10 feet takes Necrotic or Cold Damage, you can use a reaction to grant them resistance to either Necrotic or Cold damage until the start of your next turn.
In a similar manner, whenever you or a friendly creature within 10 feet fails a saving throw against an effect that would cause them to be charmed or possessed by an undead, you can use your reaction to cause them succeed instead.
At 18th level, the range of this aura increases to 30 feet.
Soul of Demise
Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and you cannot be reduced bellow 1 hit point until the end of your next turn. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
The Reaper Cometh
At 20th level, as a bonus action, you can become an aspect of death itself. For 1 minute, swirls of dark, chilling wind surround you in a 30 foot radius. Whenever an enemy creature starts its turn in the area, the creature takes 1d10 + your charisma modifier cold damage and their movement speed is reduced by 10 feet. Whenever a creature dies within the area, you regain 1d10 + your charisma modifier hit points as well. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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7/29/2024 3:15:56 PM
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8/8/2024 5:17:38 PM
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8/13/2024 9:40:52 PM
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