Paladin
Base Class: Paladin

A death knight's word is paramount, once given it cannot be broken. By nature, death knights are Lawful in alignment. Most are Lawful Neutral and all follow a strict code of honor called the Death Pact. Death knights are commonly Lawful Evil. They summon the dead and execute extremes of action to bring order to a chaotic world. Lawful Evil death knights become quick targets for adventurers. This has led to a general mistrust of death knights. A Lawful Good death knight is extremely rare. Due to the dark energies filling the death knights, even Lawful Good death knights have a subtle dark aura about them, unnerving to those who get too close. Overall, they can get along with most folks, but the distrust and fear is always close at hand. Death knights do not suffer fools and avoid rogues and bards seeing them as deceitful and untrustworthy. A death knight's honor is everything.

Channel Divinity

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

Dread Weapon. 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 made with that weapon (with a minimum bonus of +1). The weapon also emits a grim darkness in a 20-foot radius and dims lights 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Raise the Unholy. As an action, you present your unholy symbol and speak a prayer beckoning souls and undead, using your Channel Divinity. Each slain corpse within 30ft of you returns to life and is under your command, They have HP equal to your paladin level plus your CHA modifier. If someone died within the past 24 hours where this was activated but no body was left a ghost or revenant will appear and have the etheral property.

Your unholy creatures will last for 1 minute per CHA modifier point and/or until your concentration ends, and can gain the benefits of your aura effects. Your undead have disadvantage when making saving throws that would free them from your command, Additionally your undead will follow your orders to the best of their abilities and will understand you regardless of languages spoken and using a free action you can command them as needed.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Undeath

Starting at 7th level, you and friendly creatures within 10 feet of you can reduce all necrotic damage by 1D10+ CHA modifier+PROF while you are conscious. Additionally when a friendly creature falls to 0HP within your aura you can instead choose to have them fall to 1HP,  the first time you use this feature per long rest is free, every additional time costs a 2nd level spell slot.

At 18th level, the range of this aura increases to 30 feet and are granted resistance to necrotic damage.

Corruption of the soul

Beginning at 15th level, you learn to control the balance of life and death within all. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your proficiency bonus.  These bonus hit points expire at the end of the battle, and you return to the hit point amount. All friendly undead, ghosts, revenants or fiends gain additional Temporary HP every round equal to half your paladin level unless they have taken radiant damage within the last turn.

Herald of the Dead

At 20th level, as an action, you can emanate an aura of magical darkness. For 1 minute, darkness emanates from you in a 30-foot radius, and lighting is dimmed 30 feet beyond that.

Whenever an enemy creature starts its turn in the darkness, the creature takes 15 Necrotic damage. Your summoned souls now gain temporary HP equal to your paladin level when this feature is triggered.

In addition, for the duration, you have resistance from all bludgeoning, slashing and piercing damage that are from non magical attacks.

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

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