Base Class: Paladin
The Oath of Mandos is sworn by the sacred knights of the Order of Námo. These paladins preserve the boundary between life and death, protect souls from corruption and imprisonment, and hunt creatures that escape their appointed end through undeath, necromancy, possession, or stolen immortality.
They are not servants of death for its own sake. They are judges, wardens, and guardians of the natural passage of souls.
The Three Pillars of the Order
Judgment. Those who have been condemned cannot evade their appointed sentence.
Warden of Souls. No soul should be imprisoned, consumed, corrupted, exchanged, or forced into undeath.
Bane of the Dead. Restless spirits and creatures sustained by unnatural death must be released from their bondage and returned to their proper rest.
Tenets of Mandos
Death Is Sacred. Death is part of the appointed order. Undeath, soul imprisonment, and stolen immortality violate that order.
No Soul Shall Remain in Chains. Release spirits that have been bound, consumed, corrupted, or prevented from reaching their proper destination.
Judge Before Sentence. Learn the truth before condemning another. A knight of Námo is a judge, not a murderer.
None Escape the Appointed End. Those who repeatedly flee judgment must eventually be brought before it.
Mandos Spells
When you reach the Paladin levels specified in the Oath of Mandos Spells table, you thereafter always have the listed spells prepared.
Paladin Level 3: Bane, Protection from Evil and Good
Paladin Level 5: Gentle Repose, See Invisibility
Paladin Level 9: Remove Curse, Spirit Guardians
Paladin Level 13: Banishment, Death Ward
Paladin Level 17: Dispel Evil and Good, Hallow
Channel Divinity: The Doom of Mandos
As a Bonus Action, you can expend one use of your Channel Divinity to mark one creature you can see within 30 feet of yourself.
The mark lasts for 1 minute, until you have the Incapacitated condition, or until you use this feature on another creature.
While the creature is marked, the following effects apply:
Once on each of your turns when you hit the marked creature with an attack, the creature takes an additional 1d6 Radiant damage.
You always know the direction of the marked creature while it is within 1 mile of you and on the same plane of existence.
If the creature attempts to teleport or travel to another plane, it must make a Charisma saving throw against your Paladin spell save DC. On a failed save, the teleportation or planar travel fails, and the action, spell slot, charge, or other resource used for the attempt is expended.
If the marked creature is Undead, it cannot use Undead Fortitude or a similar feature to remain at 1 Hit Point instead of being reduced to 0 Hit Points.
The mark requires no Concentration.
Channel Divinity: Summons to the Halls
As a Magic action, you can expend one use of your Channel Divinity and present your Holy Symbol, invoking the authority of the Halls of Mandos.
Each Undead of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw against your Paladin spell save DC.
On a failed save, an Undead takes 2d8 plus your Charisma modifier Radiant damage and is Bound by Mandos until the end of your next turn.
While Bound by Mandos, the Undead has the Incapacitated condition, its Speed is 0, and it cannot regain Hit Points, possess another creature, enter the Ethereal Plane, become Ethereal, or benefit from Undead Fortitude or a similar feature.
On a successful save, the Undead takes half as much damage only.
The damage increases to 3d8 at Paladin level 9, 4d8 at Paladin level 13, and 5d8 at Paladin level 17.
Dispel Undead. An Undead reduced to 0 Hit Points by this feature is laid to rest. It cannot use Undead Fortitude, and its remains cannot be raised or reanimated as Undead.
If that Undead has a Rejuvenation trait, the trait is suppressed for 7 days. A lich or similar creature is not permanently destroyed unless its phylactery or equivalent spiritual anchor has also been destroyed.
Aura of Final Rest
Starting at Paladin level 7, the authority of Mandos surrounds you while you do not have the Incapacitated condition. The aura extends 10 feet from you.
At Paladin level 18, the aura's range increases to 30 feet.
Warden of Souls. You and friendly creatures within the aura have Resistance to Necrotic damage and Advantage on saving throws against being Charmed or Frightened by Undead.
They also have Advantage on saving throws against possession and against effects that would remove, imprison, exchange, consume, or corrupt their souls.
A creature within the aura cannot be magically transformed into an Undead. A creature that dies within the aura cannot be raised as an Undead while its remains stay within the aura.
Bane of the Dead. Hostile Undead within the aura cannot regain Hit Points, possess creatures, enter the Ethereal Plane, or benefit from Resistance to Radiant damage.
Judgment. A creature affected by your Mark of Doom cannot teleport or travel to another plane while it remains within the aura.
Judgment of the Deathless
Starting at Paladin level 15, you become an executioner of unnatural immortality.
Once on each of your turns when you hit an Undead creature or a creature affected by your Mark of Doom with an attack, the attack deals an additional 2d8 Radiant damage.
If the creature is both Undead and affected by your Mark of Doom, the additional damage becomes 3d8 Radiant damage.
A creature damaged by this feature cannot regain Hit Points until the start of your next turn.
Release the Bound Soul
When an Undead creature or a creature affected by your Mark of Doom is reduced to 0 Hit Points within your Aura of Final Rest, you can release the spiritual energy bound within it.
Choose one creature within your aura. That creature receives one of the following benefits:
It regains Hit Points equal to 2d8 plus your Charisma modifier.
The Charmed or Frightened condition ends on it.
A possession effect affecting it immediately ends.
It gains Temporary Hit Points equal to your Paladin level.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Judgment of Námo
At Paladin level 20, you can manifest the authority of Námo, the Doomsman of the Valar.
As a Bonus Action, you assume this form for 1 minute. Once you use this feature, you cannot use it again until you finish a Long Rest.
For the duration, you gain the following benefits.
Final Judgment. Your weapon attacks deal an additional 1d8 Radiant damage.
At the start of each of your turns, you can place your Mark of Doom on one creature you can see within 60 feet of yourself. This requires no action and does not end a previous mark created during this transformation.
You can have a number of creatures marked in this way equal to your Charisma modifier, with a minimum of one.
The Doors Are Closed. Hostile creatures within your Aura of Final Rest cannot regain Hit Points, teleport, travel to another plane, enter the Ethereal Plane, become Ethereal, or become Invisible.
Summons to the Halls. Whenever an Undead starts its turn within your aura, it takes 3d10 Radiant damage and must make a Wisdom saving throw against your Paladin spell save DC.
On a failed save, the Undead has the Frightened condition, and its Speed becomes 0 until the start of its next turn.
An Undead reduced to 0 Hit Points by this damage is laid to rest as described in your Call to the Halls feature.
Keeper of Souls. You and friendly creatures within your aura have Immunity to Necrotic damage, possession, and the Charmed and Frightened conditions.
You and those creatures are also protected from effects that would trap, consume, exchange, corrupt, or destroy their souls.
Once during the transformation, when a friendly creature within your aura would be reduced to 0 Hit Points, you can cause that creature to drop to 1 Hit Point instead. No action is required.
Comments