Base Class: Paladin
The Oath of the Ebon Guard binds paladins to the solemn duty of enforcing the boundary between life and death. Those who swear this oath are charged with guiding souls beyond the veil and safeguarding the living from the corruption of undeath.
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Accept the Inevitable: Recognize that death is an integral and natural part of existence.
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Guard the Restful: Ensure the souls of the departed find peace, while opposing those who corrupt death.
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Comfort the Living: Ease the suffering of those left behind.
Oath 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 Ebon Guard Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
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3 | Bless, False Life |
5 | Mirror Image, Prayer of Healing |
9 | Spirit Guardians, Vampiric Touch |
13 | Aura of Life, Death Ward |
17 | Dispel Evil and Good, Mass Cure Wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Death's Grasp. When you hit a creature with an attack, you can expend one use of your Channel Divinity, causing spirits to reach from the ground and bind your foes. The target must succeed on a Dexterity saving throw or have the prone condition and have movement speed halved until the end of their next turn. On a success, the creature does not fall prone and their movement speed is only reduced by 10 feet.
Grave's Judgment. As a Magic action, choose one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, that creature becomes vulnerable to one type of damage until the end of their next turn ( your choice of necrotic, radiant, bludgeoning, piercing, or slashing). On a successful save, the creature takes necrotic or radiant damage equal to your paladin level, but suffers no other effects.
Aura of Perdition
When a creature within your Aura of Protection fails a saving throw against being charmed or possessed, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Friendly creatures (including you) within your aura cannot have their hit point maximum reduced
When you cast a healing spell within the aura, you or an ally of your choice within the aura regains additional hit points equal to your Charisma modifier (minimum of +1)
Ebon Blessing
You are immune to being charmed and possessed.
When you take necrotic or psychic damage, you can reduce the damage by an amount equal to your Charisma modifier (minimum of 1).
Umbral Ascendance
As a Bonus Action, you can envelop your Aura of Protection in Dim Light, gaining the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest.
- Reaper's Toll. When you hit a creature with a weapon attack, you can reduce its hit point maximum by an amount equal to the half the damage dealt. This reduction lasts until the creature finishes a Long Rest. A creature whose hit point maximum is reduced by this effect cannot regain hit points above its current maximum until the reduction ends.
- Wraith’s Aegis. The first time a creature of your choice would drop to 0 hit points, it drops to 1 hit point instead. This effect can only trigger once per creature during the duration.
- Pull of the Grave. When you hit a creature with an attack, that creature falls prone.
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