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.
| 3rd | False Life, Protection from Evil and Good |
| 5th | Gentle Repose, Lesser Restoration |
| 9th | Speak With Dead, Sleet Storm |
| 13th | Blight, Guardian of Faith |
| 17th | Commune, Contact Other Plane |
Channel Divinity
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 30 feet of you must make a Constitution saving throw. Any creature who fails their saving throw is blinded until the end of their next turn.
If the creature is an undead, it instead takes radiant 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.
Aura of Preservation
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to necrotic damage, and cannot be charmed, frightened, or possessed by undead creatures.
At 18th level, the range of this aura increases to 30 feet.
Soul of Demise
By 15th level, your vow of death has become far more persistent. You now deal an additional 1d8 necrotic damage, and when a creature under the effect of your vow of death dies, that creature cannot be resurrected for the next 30 days outside of using a True Resurrection, or Wish, spell. Additionally, you can use a bonus action on subsequent turns to mark a new creature until the 1 minute duration expires.
The Reaper Cometh
At 20th level, as an action, you can become an aspect of death itself. For 1 minute, swirls of dark, chilling wind surround you in a 30 foot radius, and black wings sprout from your back, granting you a flying speed of 30 feet. Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet. In addition, whenever a creature dies within the area, you regain 20 hit points. Once you use this feature, you can't use it again until finish a long rest.
Oath of the Raven Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Raven Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, False Life |
| 5 | Gentle Repose, Lesser Restoration |
| 9 | Speak with Dead, Sleet Storm |
| 13 | Blight, Guardian of Faith |
| 17 | Commune, Contact Other Plane |
Channel Divinity - 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 30 feet of you must make a Constitution saving throw against your paladin spell save DC. Any creature who fails their saving throw is blinded until the end of their next turn.
If the creature is an undead, it instead takes radiant 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.
Aura of Preservation
You and your allies have Immunity to the Charmed, frightened condition while within 10 feet of you, and have resistance to necrotic damage, and cannot be possessed by undead creatures.
At 18th level, the range of this aura increases to 30 feet.
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.
Activate 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.
Soul of Demise
By 15th level, your vow of death has become far more persistent. You now deal an additional 1d8 necrotic damage, and when a creature under the effect of your vow of death dies, that creature cannot be resurrected for the next 30 days outside of using a True Resurrection, or Wish, spell. Additionally, you can use a bonus action on subsequent turns to mark a new creature until the 1 minute duration expires.
The Reaper Cometh
At 20th level, as an action, you can become an aspect of death itself. For 1 minute, swirls of dark, chilling wind surround you in a 30 foot radius, and black wings sprout from your back, granting you a flying speed of 30 feet. Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet. In addition, whenever a creature dies within the area, you regain 20 hit points. Once you use this feature, you can't use it again until finish a long rest.