Paladin
Base Class: Paladin

Paladins who take the Oath of the Reaper serve Kelemvor in secret, knowingly or unknowingly, ensuring the dead are properly judged and protecting the natural cycle of life and death. They operate from the shadows, blending into society while quietly hunting those who pervert death. Their actions are often unseen, as they work in the background, carrying out Kelemvor’s, or perhaps they believe it is their own, will without revealing their true divine purpose.

Level 3: Tenets of the Reaper

 

  1. Silence in Judgment: 

    The dead speak for themselves through their deeds, and so must you. Your work must remain hidden, for it is not your place to boast or draw attention to the divine hand you serve.

  2. Death Cannot Be Avoided: 

    Seek out those who defy the natural order of death—necromancers, mages who twist the soul, and undead. End them quietly and without hesitation.

  3. Impartiality in the Shadows: 

    Death is impartial and should be handled without bias. Do not let personal vendettas cloud your judgment. You are a shadow, a silent executor of Kelemvor’s will.

  4. Preserve the Cycle: 

    While others may attempt to resist death or prolong life unnaturally, you must act to ensure the cycle remains unbroken. The dead deserve peace and dignity, even if they have wronged the living.

Level 3: Channel Divinity

  1. Veil of Silence

As an action, you cloak your magical abilities in silent judgment for 10 minutes. During this time:

  • Your spells are cast silently, with no verbal or somatic components visible or audible.
  • Any magical effect or damage you cause, including divine smites, appears as a normal part of your physical attack, masking the magic from detection.

You are also immune to being detected by Detect Magic and similar effects for the duration.

  1. Reaper’s Mark

As a bonus action, you mark a creature within 60 feet for judgment as a bell tolls in their mind. For 10 minutes, you gain the following benefits against the marked creature:

  • Your attacks against the creature deal an extra 1d6 radiant damage.
  • You know the creature's location as long as they remain on the same plane for the duration.
  • If the creature casts spells during the duration, they must make a WIS saving throw or suffer psychic damage equal to half your Paladin level each time they cast a spell.

Level 3: Oath of the Reaper 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 Disguise Self, Detect Magic
5 Invisibility, Zone of Truth
9 Counterspell, [Tooltip Not Found]
13 Greater Invisibility, Phantasmal Killer
17 [Tooltip Not Found], Wall of Force

Level 3: Sacred Weapon

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 positive 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 cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

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

Level 7: Aura of Devotion

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes 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. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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