Base Class: Paladin
Tenets of the Grave
The tenets of the Oath of the Grave hold a paladin to the following beliefs.
Accept the Inevitable: For life to have meaning, there must be death; everyone must come to learn this same truth.
Delay the Inevitable: I am ready to embrace my end when it comes, but I will delay death until I have finished my duties in this world.
Save their Souls: I will extend this tenet to others who are yet to finish their part. I will stop suffering where I see it; I will ensure restless spirits will be put to rest if their time in this world is complete.
Level 3: Oath of the Grave 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.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, False Life |
| 5 | Gentle Repose, Ray of Enfeeblement |
| 9 | Revivify, Speak With Dead |
| 13 | Blight, Death Ward |
| 17 | Antilife Shell, Raise Dead |
Level 3: Channel Divinity
Delay Death:
As a reaction when a creature you can see
within 60 feet of you makes a death saving throw, you can use
your Channel Divinity. The creature immediately becomes
stable, ignoring the result of the death saving throw
Living on the Edge:
When you are reduced to 0 hit points
and are not killed outright, you can use your Channel Divinity
to drop to 1 hit point instead.
Level 7: From the Grave
- You don’t need to eat, drink, or breathe.
- If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Level 15: Soul of the Revenant
After 10 minutes, you are immediately restored to life, as if targeted by a true resurrection spell.
Once you use this feature, you can't use this it again until 7 days have passed.
Level 20: Reaper Form
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can move in any direction and pass through creatures, walls, or material obstacles as if you were ethereal. If you move up or down, every foot of movement costs an extra foot. If you occupy the same spot as a solid object or creature when this form ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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