Base Class: Paladin
A Paladin swearing this oath believes that undead are the ultimate evil. They will abandon or delay almost any other task to pursue and destroy any undead. They also believe that any creature that has been resurrected borders on being an abomination. Constructs or other non-living animated entities are tolerated only to the extent that they can be used to further goals of Good.
Level 3: Oath of True Life Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of True Life Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Guiding Bolt, Shield of Faith |
| 5 | Shining Smite, Hellish Rebuke |
| 7 | Dispel Magic, Misty Step |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Level 3: Relentless Pursuer
When pursuing or combating undead, your speed is increased by 10ft, you ignore any levels of exhaustion you have accrued, and your movement does not provoke Opportunity Attacks by non-undead. When in melee range of more than one undead, once per turn you can use your reaction to add one additional melee attack.
Level 7: Aura of Life
You and your allies gain temporary hit points equal to your Paladin level. You are able to activate this aura once per long rest, and once the benefit has been provided, it cannot effect that ally again until they have completed a long rest.
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.
Comments