Base Class: Paladin
The Oath of Death is absolute. Death will inevitably come for us all, and some knights welcome this eventual fate. Sometimes refereed to as death knights, paladins who swear to this oath serve death and the afterlife. Death knights cast aside their prayers to a singular god and in their stead worship the cold grave. Death knights are not inherently evil, they act in the same regard as any other paladin would. However, death knights believe that we are all meant to die, sometimes earlier than expected.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Death Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Death Spells
| Paladin Level | Spells |
|---|---|
| 3rd | false life, inflict wounds |
| 5th | gentle repose, ray of enfeeblement |
| 9th | animate dead, speak with dead |
| 13th | banishment, blight |
| 17th | antilife shell, raise dead |
Omens
An Oath of Death paladin of 3rd level or higher exchanges their Channel Divinity for Omens and gains the following three Omen options.
Blood Omen. As an bonus action, you fortify your blood and body. For each hostile creature within 30 feet of you, you regain hit points equal to 1d6 + your Charisma modifier (minimum of 1).
Frost Omen. As an action, you raise your hand towards a target and grip your fist to encase a target in ice. Choose one creature within 60 feet of you that you can see. That creature must make a Constitution saving throw. On a failed save, the creature is stunned and encased in ice for 1 minute or until it takes any damage. While stunned, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Plague Omen. You can use your Omen to inflict a destructive disease. After landing a successful attack roll, your target must make a Wisdom saving throw. If the target fails it's saving throw, it receives disadvantage on all saving throws for 1 minute or until it drops to 0 hit points or falls unconscious.
Aura of Death
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage attack equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Death Pact
At 15th level, you have embraced death. You no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally, you are now immune to necrotic and poison damage.
Lord of the Damned
At 20th level, you can use necrotic magic to bring undead creatures under your control. As an action, you can choose all undead that you can see within 30 feet of you. All chosen undead creatures must make a Charisma saving throw. If it succeeds the saving throw, you can't use this feature again on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it higher, it has advantage on the saving throw.
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