Paladin
Base Class: Paladin

The oath of the Deathless binds a Paladin to the true form of an Undead Monstrosity. Sometimes called Death Knights, Wraiths or the Deathless, these seemingly immortal warriors charge into massive hordes of enemies only to have them fall one by one to their blade.
Such knights who have taken this oath decide to embrace undeath, finding it easier to combat the monsters by becoming one themselves. Those who follow this path must be wary to be sure that the Undeath does not overcome them, inflicting a more permanent change.

Oath Spells

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

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Profaned Blade. As an action, you can imbue one weapon that you are holding with negative energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls to hit made with that weapon (with a minimum bonus of +1). The weapon also emits cold bright light in a 10-foot radius and dim light 10 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration. Upon imbuement, you may extinguish all nonmagical flames within 30 feet of you.

Death Grip. You reach out your hand and seize the essence of a creature within range attempting to close the gap between you. Using your Channel Divinity feature, as a bonus action, choose any Large or smaller creature within 60ft of you, that creature must succeed a Charisma saving throw or be pulled up to 80ft in a straight line directly towards you. Should you target a Huge or larger creature, and it fails the Charisma saving throw, you are instead pulled up to 60ft in a straight line towards the creature. You gain advantage on attack rolls against a creature affected by this feature until the end of your current turn

Ungodly Wisdom

When taking this oath at 3rd level, your Divine Smite becomes an Ungodly Smite. This simply changes the damage type from Radiant damage, to Necrotic damage. All other rules still apply to this smite as beforehand.

Additionally, when using an Ungodly Smite, the necrotic damage taken by the target ignores resistance to Necrotic damage.

Soul Weapon

At 7th level, you learn to manifest a portion of your soul into a weapon. You must perform a ritual over the course of an hour, which can be completed during a short rest in which 50gp of Funeral incenses are burnt. At the end of such ritual, the knight summons any simple or martial weapon of any description into its grasp. The form of the weapon is changeable by recompleting this ritual.

This weapon is a magic weapon and you cannot be disarmed of this weapon and can use a bonus action to summon it to your hand or shunt it into an extra-planar pocket for storage. Your Soul weapon disappears only if you dismiss it.

You may transform one Magic Weapon into your Soul Weapon by performing the same ritual as above. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Soul Weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it existed prior to this feature and is in the extra-dimensional space when the bond breaks.

Additionally, whilst wielding your Soul Weapon and whilst not incpacitated, you emanate an aura that extends 10ft from you. Yourself and any creatures you choose gain +1 to damage rolls. This increases to +3 to damage rolls at 11th level, and +5 to damage rolls weapon at 15th level.

Imperishable Vessel

Starting at 15th level, your body begins to take on some of the advantages of undeath. For you, a long rest constitutes 8 hours of light activity and you no longer require food or drink.

When you are reduced to 0 hit-points, you can force your soul to keep powering your body. You can stay at 1 hit point for a number of rounds equal to your charisma modifier (minimum of 0). Once this time period ends the effects of your damage continue normally, E.G: If you are still at 0 hit-points and you had been hit with a disintegrate spell you revert to a pile of ashes.

You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. Should you fail 3 death saving throws, you perish.

At 18th level, you no longer fail a Death saving throw due to damage.

Deathly Inversion

Your body begins to show the signs of the undead power surging within you and taking on an appearance you choose.

Starting at level 20, when you die, your soul enters your Soul weapon. You can remain in the weapon or depart into the afterlife. While preserved in this way, you can only see and hear things up to 30ft away from you. As long as your soul is in the Weapon, you can telepathically communicate with any creature touching it. A bearer can't prevent this telepathic Communication.

A bearer of such a weapon, should you allow it, gains your attack and damage bonuses when attacking with the weapon. The wielder also benefits from your Aura of Protection and Extra attack class features, using your Cha mod for any calculations.

 

Additionally, using your bonus action you can transform into an effigy of Ungodly Might, for the next 10 minutes, you gain the following benefits:

. You gain a flying speed of 60ft, when you do fly, you appear as a shadowy wraith.

. When taking the attack action, you can make one additional attack as part of that action.

. You have resistance to all bludgeoning, piercing, and slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2022 4:30:15 PM
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