Paladin
Base Class: Paladin

 

Oath of the Reaper

Paladins who take the Oath of the Reaper serve as psychopomps and guardians of the boundary between life and death. They hunt undead abominations, ease the suffering of the dying, and ensure souls reach their proper rest. These grim knights are not evil—they understand death as a natural part of existence and fight against those who would pervert or flee from it.

Tenets of the Reaper

Accept the Cycle. Death is natural and necessary. Do not fear it, but do not seek it needlessly.

Destroy the Undead. The undead are abominations that mock the natural order. They must be destroyed.

Ease Suffering. Grant mercy to those in pain. A swift, clean death is better than prolonged agony.

Guard the Threshold. Protect the boundary between life and death from those who would exploit 

Channel Divinity

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Reaper's Mark. As a bonus action, you can use your Channel Divinity to mark a creature you can see within 30 feet. For 1 minute, you and allies within 10 feet of you deal an extra 1d4 necrotic damage when you hit the marked creature with a weapon attack. Additionally, the marked creature cannot regain hit points. The mark ends early if the creature drops to 0 hit points.

Soul Harvest. When a creature you can see within 30 feet drops to 0 hit points, you can use your reaction and Channel Divinity to harvest its departing life force. You and up to three allies of your choice within 30 feet each regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point). Additionally, one creature that regains hit points from this feature (your choice) gains temporary hit points equal to your Charisma modifier. Undead and constructs cannot be harvested this way.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

bane, false life

5th

gentle repose, ray of enfeeblement

9th

speak with dead, vampiric touch

13th

blight, death ward

17th

antilife shell, raise dead

Death Comes

At 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn't provoke opportunity attacks.

Additionally, you gain proficiency in the Intimidation skill if you don't already have it. If you are already proficient, you can add double your proficiency bonus to Intimidation checks.

Inevitable End

At 15th level, your attacks bypass the defenses of those clinging to false life. Your weapon attacks ignore resistance to necrotic damage and treat immunity to necrotic damage as resistance instead. Once per turn when you deal damage to a creature with a melee weapon attack, you can deal an additional 1d8 necrotic damage to that creature. If the target is undead, it takes an additional 1d8 radiant damage instead of necrotic damage.

Avatar of Death

At 20th level, you can assume the form of death incarnate. As an action, you undergo a transformation for 1 minute, gaining the following benefits:

  • You gain spectral, skeletal wings and a flying speed of 60 feet
  • You have immunity to necrotic damage and resistance to all other damage except radiant damage
  • When you hit a creature with a melee weapon attack, the target must succeed on a Constitution saving throw against your spell save DC or have its hit point maximum reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest
  • Undead creatures have disadvantage on attack rolls against you

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