Base Class: Paladin
Oath of the Gravekeeper
Paladins of the Oath of the Gravekeeper wield the power of death to protect the living and ensure the dead are properly laid to rest. These paladins balance the forces of life and death, using necromantic powers to shield their allies and punish the evil that defiles the dead. Gravekeepers are guardians of the natural cycle, ensuring that death is honored and respected.
Tenets of the Gravekeeper
- Use death's power to protect life: Harness the energy of death to shield those you vow to protect.
- Destroy the evil that defiles the dead: Use necromancy to eradicate those who desecrate the sanctity of life and death.
- Honor the dead: Ensure that the dead are properly laid to rest, respecting their journey while using their power to preserve the living.
Level 3: Oath of The Gravekeeper 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 Gravekeeper Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Hellish Rebuke, Ray of Sickness |
| 5 | Vampiric Touch, Blindness/Deafness |
| 9 | Animate Dead, Revivify |
| 13 | Blight, Death Ward |
| 17 | Inflict Wounds, Raise Dead |
Channel Divinity
At 3rd level, you gain the ability to channel divine energy to fuel powerful necromantic effects. You can use your Channel Divinity once per short or long rest to choose one of the following options:
Turn the Defiled
Activation: Action
Range: 30 feet
Effect: Present your holy symbol. Undead within range must make a Wisdom saving throw. On a failed save, they are turned for 1 minute or until they take damage. Undead created by necromancy spells (e.g., Animate Dead) have disadvantage on this saving throw.
Gravekeeper's Retribution
Activation: Reaction (when a creature within 30 feet of you damages you or an ally)
Range: 30 feet
Effect: You unleash necrotic energy in retaliation. The attacker must make a Dexterity saving throw. On a failed save, the creature takes necrotic damage equal to 2d10 + your Paladin level. On a successful save, the creature takes half damage.
Channel Divinity Improvement
At level 7 you gain an additional use of your Channel Divinity feature. You can now use your Channel Divinity twice per short or long rest.
Reaping Strike
At 15th level, your strikes with weapons empowered by necromancy can drain life force. When you hit a creature with a melee weapon attack, you can choose to deal an additional 2d6 necrotic damage, and you regain hit points equal to half the damage dealt. You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.
Gravekeeper’s Vow
Upon reaching 20th level, your connection to the power of death deepens, granting you unparalleled abilities to protect the living and command the forces of death itself.
-
Undying Protection:
When you drop to 0 hit points, you can instead drop to 1 hit point. You can use this feature once per long rest, even if reduced to 0 by a critical hit. -
Aura of the Gravekeeper:
Undead within 30 feet have disadvantage on saving throws against your Paladin spells and Channel Divinity. Living creatures within the aura have advantage on death saving throws. A creature reduced to 0 hit points within the aura can make a Wisdom saving throw (DC = your spell save DC) to remain at 1 hit point. You can use this feature a number of times equal to your Charisma modifier per long rest. -
Master of the Dead:
When you use Channel Divinity, you can deal necrotic damage equal to your Paladin level to one undead creature within 30 feet.
Comments