Base Class: Paladin
Being a deity of death and a ruler of the Shadowfell has, over many eons, caused the Raven Queen's existence to almost completely disappear from the minds of the mortal realm. But despite your lack of fellow worshippers, you have chosen to champion her name and spread knowledge and faith to others. Her domain exists solely over the souls' passage from living to dead, thus any who would try and cheat this are your mortal foes. Undead who still bear a soul, necromancers who meddle too deep, and many more are the ones you must correct or purge. As her envoy, it's in your hands to protect the sanctity of death and to ensure everyone greets their end at the prescribed time.
Tenets of the Deathwarden.
- Usher to the End. Everything that lives must eventually die. It is not your duty to bring the end most swiftly or to save others from it, merely to make sure those that are destined to pass do so when their time comes
- Slay the Undying. Some evil forces out there believe themselves to be above death. It is your solemn duty to prove them wrong.
- Steadfast Watch. With the power you wield in the service of the Raven Queen, it is well within your power to sway the fates of friend and foe alike. You are never to interfere with the final pass of a soul, however.
- Missionary. Since the knowledge and belief of the Raven Queen has wained to near extinction, you are expected to educate all you can about the truth of death. If more people understand and accept their inevitable end, fewer people will attempt to escape it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Raven's Sight. You can use your Channel Divinity to see the shadow of death looming over others. As a bonus action, you can activate Raven's Sight for 1 minute. While the ability is activated, you can see a shadowy visage looming over any creature with less than 1/4 of its maximum health remaining. You can see the visage of any creature within your sight range, even if they are invisible. Though this does reveal their position, they're still considered unseen.
Deathguard Aura. You can use your Channel Divinity to halt the passing of life for a moment. When any creature takes damage, you can use your reaction to release a powerful aura in a 10 ft radius around you. Until the end of the current turn, no creature within the aura can be reduced below 1 hit point.
At 18th level, when you activate Death Guard Aura, you can choose to extend its range to a 30 ft radius.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Deathwarden Spells
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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 |
Revivifying Aura
Beginning at 7th level, the blessing of the Raven Queen allows you to skew the fate of you and your allies, all in order to serve her more fervently. You and friendly creatures within 10 feet of you have advantage on death saving throws. Additionally, you can use your lay on hands ability on any creature within your aura's radius, but only up to 5 points worth for any creature further than its normal range.
At 18th level, the range of this aura increases to 30 feet.
Death Comes for All
Starting at 15th level, those that seek to escape deaths embrace will find it nigh impossible to escape from you. Once per short rest, you can use a bonus action to teleport up to 10 ft to any other unoccupied space you can see. Additionally, everytime you expend a paladin spell slot you regain the use of this ability and its maximum range become 10 ft time the level the spell slot expended.
Harbinger
At 20th level, you can ascend to become the Raven Queen's Champion and a harbinger of death. Jet black wings spring forth from your back as an aura of darkness clings to you.
Using your action, you undergo your ascension. For 1 minute, you gain the following benefits:
- You sprout black wings, giving you a flying speed of 60 ft.
- You are always considered to be in darkness
- You gain the effects of your Channel Divinity: Raven's Sight. If this Channel Divinity is also active, it becomes augmented. While it remains active, your melee weapon attacks against creatures that have a looming visage deal extra necrotic damage equal to your Charisma modifier (minimum of 1), as the visage lashes out at them.
- As an action, you can expend a spell slot to attempt to rend the soul from a near-death target. The target of this ability must be within 60 ft of you and have a looming visage of death. The creature must succeed on a Charisma saving throw against your spell save DC, falling to 0 hit points on a failed save. A creature that passes the save becomes immune to its effects for the next 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/27/2021 10:24:26 PM
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