Base Class: Paladin
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Tenets of Death
Balance. Death is but a part of the everlasting cycle of life, we can influence the rate at which the cycle is continued. Because after all, in death, after, there is life.
Hunger. To satisfy, not only my patron, but my own desires and needs, can only be accomplished through the sacred act of taking another's life.
Ritual. Death is sacred. Death is special. Death should be honored. Those who die, whether by my hand or not, should be gratified in the eyes of the gods.
Kaos. The very nature of the world is chaotic. Nature is chaos, the wildlife and creatures that roam are chaotic. Why shouldn't death be the same. Chaos doesn't care about birthrates or heritage. Death takes who it wants when it wants to, and I'm deaths tool.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mark of Death. As an bonus action, you mark a creature that you can see within 10 feet of you, using your channel divinity. You gain advantage on attacks against that creature and you add your charisma modifier to your damage. However, you gain disadvantage on attacks against other creatures. This effect lasts for 1 minute, or until the marked creature falls unconscious.
Touch of Death. You corrupt those you touch. As an action you can cause your attacks to inflict disease and decay upon your enemies. When you use this channel divinity make an attack roll. On the first target you hit they must succeed a Constitution saving throw. On a success the creature is unaffected and your channel divinity ends. On a fail you inflict disease and death upon your enemies. The disease causes the afflicted target to have disadvantage on all attack rolls and saving throws. The decay causes the target to lose health equal to you paladin level at the beginning of their turn and causes them to become vulnerable to necrotic damage. If the target was immune to necrotic damage they're now resistant, and if they were resistant before they now lose they're resistance. This Death Touch lasts for 1 minute upon failure, or until the afflicted can succeed on 3 Constitution saving throws after failing the initial save.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Death
Starting at 7th level, all enemy creature's within 10 feet of you take necrotic damage equal to your charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Reaper's Due
Beginning at 15th level, you gain resistance to necrotic damage and when you deal necrotic damage it bypasses immunity. Additionally, once a long rest, as a reaction you can amplify the effects of your necrotic damage. When you inflict necrotic damage to an enemy you can add necrotic damage equal to 5+twice your paladin level in addition to the initial damage.
Avatar of Death
At 20th level, as an action, you imitate death itself as much as a mortal can. You become shrouded in darkness and black smoke, and you appear as a tall looming hooded figure to all.
For 1 minute you gain resistance to all damage and immunity to necrotic and poison damage. You gain a flying speed of 60 feet, you gain an additional attack, you score critical hits on a roll of a 19 and 20, and, should you die, you will instead rise again with half your hitpoints. However, after rising again while in Death's Avatar form you immediately revert back to normal. After the effect ends or after you revert back, you cannot assume the Avatar of Death again for 5 days, in addition your strength drops to 3 for 2d4 days. For each of those days you spend doing nothing more than light activity, your remaining recovery time decreases by 2 days.
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