Base Class: Paladin
The Oath of the Jailer is the path of those paladins who
wish to guard the veil between life and death. Paladins
who swear this oath are ritualistically bound to a sanctified reliquary able to contain Undead creatures in the
form of spectral energies. They believe that Undead who
were forced onto the path of darkness have a chance at redemption, while others who chose it willingly must be imprisoned for the safety of the living.
Level 3: Reliquary of the Jailer
3rd-Level Oath of the Jailer Feature
You learn how to create and control a unique sacred artifact known as the Reliquary of the Jailer. This reliquary
serves as both your holy symbol and your spellcasting focus.
CREATING THE RELIQUARY
To create your reliquary, you must obtain rare materials
worth at least 100 gp and undergo a 24-hour sanctification process. The reliquary can take various forms, such
as an iron sarcophagus, a skull-shaped urn, or a fleshbound tome, each etched with sigils of binding.
• The reliquary is immune to spells and effects that
would alter its form or disturb the Undead entity
contained within.
• At your mental command, which requires no action,
the reliquary can hover in an empty space within 5
feet of you and follow you, allowing for ease of access
during spellcasting and freeing your hands for
combat.
If your reliquary is lost or destroyed, you can forge a new
one through a consecrated ritual, following the same
process and material requirements.
Level 3: Oath of the Jailer 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 | detect evil and good, command |
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.