Paladin
Base Class: Paladin

Paladins who swear the Oath of the Jackal serve gods of death, judgment, and the eternal balance between life and the afterlife. Known as Reapers, these paladins are divine hunters—tasked with enforcing the will of their gods by ending those whose time has come. They walk a solemn path, guided by a chilling sense of purpose and a compassion that only the truly just can understand.

Tenets of the Jackal

The tenets of the Oath of the Jackal emphasize divine judgment, mercy to the innocent, and balance between life and death.

  • Deliver Judgment. Your blade is justice. Let no soul escape their destined end.

  • Spare the Innocent. Children, the helpless, and those untainted by evil are to be protected, not punished.

  • Honor the Dead. Every death you cause must serve a divine purpose. Desecration is forbidden.

  • Walk the Twilight. Do not fear the dark. Embrace it as the place where judgment dwells.

Level 3: Mark for Death

You can use your Channel Divinity to declare a soul unworthy of life.

As a bonus action, choose one creature within 60 feet. For 1 minute:

  • Your attacks against the target score a critical hit on a roll of 19–20.

  • If the target dies during this time, you or one ally within 30 feet gains temporary hit points equal to your Paladin level + Charisma modifier.

You can use this feature once per short or long rest, as per the standard Channel Divinity rules.

Level 3: Reaper’s Judgment

As a bonus action, choose one creature you can see within 60 feet as your Judgment Target for 1 minute or until it drops to 0 hit points. While marked:

  • Your first weapon attack each turn deals extra 1d6 necrotic damage + your paladin Level.

  • The target has no benefit from invisibility or being hidden from you.

  • You can reroll one damage die from a Divine Smite against the target (use the new result).

You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses on a long rest.



Level 7: Aura of the Reaper

You and friendly creatures within 10 feet can’t be frightened and have advantage on saves against being charmed or possessed by undead.
Additionally, when a hostile creature dies within the aura, you or one creature of your choice in the aura gains temporary hit points equal to your Charisma modifier (minimum of 1).
At 18th level, the range increases to 30 feet.

Level 15: Reaper’s Step

When you reduce a creature to 0 hit points, you can teleport up to 30 feet to an unoccupied space you can see. Until the end of your next turn, you have resistance to all damage.

Level 20: Reaper’s Strike

You unleash divine judgment in a single, overwhelming blow.

As part of your action, make a melee weapon attack with advantage. On a hit:

  • The attack deals an extra 4d8 necrotic damage.

  • If this attack reduces the target to 0 hit points, they cannot be resurrected except by divine intervention, and their body is left in a peaceful repose.

You can use this feature a number of times equal to your Charisma modifier + your Proficiency bonus (minimum once). You regain all uses after a long rest.

Oath Of The Jackal Image

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