Paladin
Base Class: Paladin

Paladins who swear the Oath of the Veil serve the Lady of Nightshade, embracing the mystery of death and the sacred stillness of fate. They are death’s guardians, ensuring that the dead rest in peace and that mortals accept their destined ends with dignity.

Tenets of the Veil
Death is Sacred. The natural end of life is not to be feared or avoided.
Fate is Sovereign. Accept the flow of destiny and do not strive to unnaturally alter it.
Preserve the Veil. Protect the mysteries of death from those who would defile or exploit them.
Winter’s Mercy. Show compassion to those who suffer, even if that mercy must be cold and final.

Level 3: Oath of the Veil 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 Veil Spells table, you thereafter always have the listed spells prepared.

Oath of the Veil Spells
Paladin Level Spells
3 Bane, Ray of Sickness
5 Gentle Repose, Hold Person
9 Bestow Curse, Spirit Guardians
13 Blight, Death Ward
17 Wall of Force, Antilife Shell

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 3: Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:
1. Veil of Stillness
As an action, you present your holy symbol, invoking the stillness of death. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw or be silenced (as per the Silence spell) and unable to speak, cast verbal spells, or lie (as if under Zone of Truth) for 1 minute. A creature may repeat the save at the end of each of its turns.

2. Mercy of the End
As an action, you touch a creature with fewer than half its hit points. The creature must make a Wisdom saving throw or fall unconscious for 1 minute. The creature is stable and cannot be awakened except by taking damage or being shaken awake as an action.

Level 7: Aura of the Pale Shroud

You and friendly creatures within 10 feet of you gain resistance to necrotic and cold damage. In addition, hostile undead have disadvantage on attack rolls against targets within this aura.

At 18th level, the range of this aura increases to 30 feet.

Level 15: Threadbound Judgment

Your smite attacks are guided by fate itself. Once per turn when you hit a creature with a melee weapon attack, you may force the creature to make a Wisdom saving throw. On a failure, the creature becomes Fatebound for 1 minute.

While Fatebound:

The creature cannot take the Dodge action.
All saving throws against divination or necrotic spells made by the creature are at disadvantage.
The next time the creature is reduced to 0 hit points, it cannot be revived by Revivify, Raise Dead, or similar spells unless you permit it.
This effect ends early if you fall unconscious or dismiss it as a bonus action.

Level 20: Emissary of the Lady

At 20th level, you can assume the mantle of the Lady’s avatar for 1 minute. As an action, you undergo a transformation:

You emit an aura of freezing mist in a 30-foot radius. Enemies that start their turn in the aura take 10 cold damage and must succeed on a Constitution save or be slowed (as the Slow spell, no concentration).

Your melee attacks deal extra 1d10 necrotic damage, and undead struck by your smites must succeed on a Charisma saving throw or be banished back to the realm of death.

You are immune to necrotic, cold, and charmed conditions.

As a bonus action on your turn, you can command one spirit of the dead (as if casting Spiritual Weapon or Summon Undead, no concentration).

Once you use this feature, you can’t use it again until you finish a long rest.

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