Paladin
Base Class: Paladin

The living belong in Life, and the dead belong in Death. The Oath of the Ferryman concerns itself with the shepherding of souls to the afterlife, and the guarding of the boundary between Life and Death. Many paladins who take this oath frequently begin as gravediggers, keepers of mausoleums, or other professions that involve the custody of the dead. Any paladin who takes this oath understands the importance of respectful burial, and its necessity to ensure an eternal rest.

Those who take this oath feel a deep responsibility to destroy undeath, for its transgression of the spiritual boundary. Paladins of this oath may or may not concern themselves with mortal evil-- no part of this oath compels its followers to overthrow a tyrant, or break a chain of slavers.

Paladins who take this oath also condemn themselves to a lonely path. There are no shortage of adventurers and heroes willing to shed blood, but keepers of this oath are among the few who will walk among the bodies and bless the fallen to a peaceful afterlife.

Tenets

The tenets of the Oath of the Ferryman reflect the devotion to, and defense of, the boundary between Life and Death.

Succor for the Living. The flow of the river of life is beyond anyone's ken. Your healing and smiting are merely part of the river's turns and eddies.

Steel for the Dead. The dead have made their journey across the river, and cannot cross back into life. You will force them back.

Decimate Transgressors. Whosoever tampers with the flow of life and death will find no mercy from you.

A River Has Two Shores. The dead are never gone, and they are as harmed by transgression as the living. To consort with them for the purpose of defending the sanctity of death is not only permissible, but expected.

 

 

 

 

 

Channel Divinity

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

Life From Death. As an action, you can imbue one weapon that you are holding with energy, using your Channel Divinity. On your next turn, each time you make a successful attack with that weapon, you may roll 1d4, healing yourself for the result, or adding the result to Lay on Hands' pool of healing. (You cannot exceed your maximum health or healing points in this way.) If the creature struck by the attack is an undead, fiend, fey, or celestial, you may roll 2d4.

You only regain this option after a Long Rest.

Silence of the Grave. As an action, you present your holy symbol and summon the quiet of death, using your Channel Divinity. Up to five creatures that you can see within 30 feet of you may make a Wisdom saving throw. If the creature fails its saving throw, it is affected as if it were within the area of Silence for 10 minutes.

A creature under these effects can attempt the Wisdom saving throw again at the end of each turn, ending the effects on a success.

Oath Spells

You gain oath spells at the paladin levels listed. Additionally, you gain the cantrip toll the dead.

Oath of the Ferryman Spells

Aura of Abhorrence

Starting at 7th level, while you are conscious, you and friendly creatures within 10 feet have advantage on saving throws against necromantic spells and magically-caused diseases or poisons.

At 18th level, the range of this aura increases to 30 feet.

Shroud of Charon

Beginning at 15th level, once per day, you may cast armor of Agathys as a 4th-level spell, expending no spell slot to do so. All other spell requirements and limitations still apply.

Flood of the River

At 20th level, as an action, you can emanate an aura of death. For 10 minutes, you gain the following benefits:

  • If you would fail a Persuasion or Intimidate check, you may choose to succeed instead.
  • All creatures you choose within 60 feet of you have their speed halved.
  • If you would hit an undead or fiend creature with a melee attack, you may use a spell slot to cast Power Word: Kill on the struck creature in the place of your Divine Smite.

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

Previous Versions

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