Paladin
Base Class: Paladin

After sending out paladins who generally took the Oath of the Ancients or the Oath of the Watchers, Raven found herself creating an Oath that was closer to her heart. Some of her trainees took to this new Oath, with its devotion to (the gods) Midnight, Mielikki, Grum and Milo. Those who swear this oath are devoting themselves to the fight to protect against blight in all of its forms and eldritch horrors, and other extraplanar creatures. They are known as raven knights and wear or carry the banner of a black raven with its wings cradling/caging a humanoid form; her motto of “* Duty * Honor * Privilege * Love *” written around it.

TENETS OF THE MIDNIGHT RAVEN

The tenets of this oath highlight its values of protection, hope, beauty and love

Protection. I swear to protect against the blights, the nightmares, and the eldritch horrors that would destroy the world, and to remain vigilant against their cunning and subversiveness.

Light. I will be the Light to grant beauty and to stop the nightmares and corruption from blight and eldritch horrors.

Sacrifice. It is my duty, my honor, and my privilege to lay down my life to protect my companions, the world, and the multiverse.

Love. I swear to defend love in all of its many forms. Without love, the multiverse is a cold and brutal place, but with it, it is filled with goodness, beauty, and life.

Oath Spells

3rd-level Oath of the Midnight Raven feature

You gain oath spells at the paladin levels listed in the Oath of the Midnight Raven table. See the Sacred Oath class feature for how oath spells work.

Oath of the Midnight Raven Spells
Paladin Level Spells
3rd alarm, ensnaring strike
5th augury, moonbeam
9th counterspell, protection from energy
13th aura of purity, banishment
17th commune, summon celestial

Channel Divinity

3rd-level Oath of the Midnight Raven feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Aura of the Sentinel

7th-level Oath of the Midnight Raven feature

You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

Undying Sentinel

15th-level Oath of the Midnight Raven feature

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Midnight's Anointing

20th-level Oath of the Midnight Raven feature

As a bonus action, you trigger a transformation, giving you the appearance of one of Midnight’s angels. This gives you wings with a fly speed of 60 feet and the following benefits for one minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, feys, and fiends.
  • You and any creatures creatures of your choice within 30 feet of you gain resistance to radiant and necrotic magic and immunity against being charmed, frightened, or diseased.

Once you use this bonus action, 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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