Paladin
Base Class: Paladin

Paladins who take the Oath of the Dreadblade walk a path where death is both a weapon and a mantle. Embracing the dark powers of mortality, they serve as harbingers of doom, wielding fear and necrotic energy to enforce their will. These paladins are not bound by the traditional views of light and justice; instead, they seek to command death and control those who attempt to escape its grasp.

Oath of Devotion Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 False Life, Inflict Wounds
5 Ray of Enfeeblement, Gentle Repose
9 Animate Dead, Bestow Curse
13 Blight, Death Ward
17 Cloudkill, Contagion

Dreadblade's Touch

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one melee weapon that you are holding with dark energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you can cause it to deal its normal damage type or necrotic damage.

The weapon also emits a dim, shadowy aura in a 10-foot radius.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Aura of the Grave

You and your allies have resistance to necrotic damage while in your Aura of the Grave. Undead creatures within the aura have disadvantage on attack rolls against you.

This formatting keeps the mechanics straightforward and thematic, emphasizing the protective and anti-undead aspects of the Aura of the Grave.

Dreadful Smite

When you use your [feature]Divine Smite[/feature] feature, you can choose to deal necrotic damage instead of radiant. When you do, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. You can use this effect once per short or long rest.

Death's Champion

At 20th level, you can assume the form of a dark champion, cloaked in shadowy mist and skeletal armor for 1 minute. You gain the following benefits:

  • Resistance: You are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Ghostly Step: You can move through solid objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage. You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain all uses after a long rest.
  • Necrotic Surge: Once per turn, when you hit a creature with a melee attack, you can deal an extra 4d6 necrotic damage. 

Once you use this feature, you can’t use it again until you finish a long rest.

Death's Champion

At 20th level, you can assume the form of a dark champion, cloaked in shadowy mist and skeletal armor, for 1 minute. When you use this feature, you gain the following benefits:

  • Resistance: You are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Ghostly Step: You can move through solid objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage. You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain all uses after a long rest.
  • Necrotic Surge: Once per turn, when you hit a creature with a melee attack, you can deal an extra 4d6 necrotic damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath Of The Dreadblade Image