Base Class: Paladin
A paladin who takes the Oath of the Gravekeeper is a paladin who dedicates themself to the dead and their mourners. These folk honor emotion and memory, while encouraging the growth and beauty that can be found in loss and decay. They follow the path of those in need of healing and care; death is the only guarantee in life, and maintaining that cycle is vital to the balance of all things. Still, Gravekeepers strive to protect those on the brink of life and death, and to keep their souls protected regardless of what side they end up on.
Tenets of the Gravekeeper
Balance. The cycle of life and death is vital to maintain. Whether it be saving the life of a soul that would be lost too soon or stopping the scourge of undeath inflicted upon bodies who are past their time, keep the balance.
Acceptance. To lose a loved one is a painful, emotional experience. This is to be honored, and mourning is a process that should be supported.
Healing. Still, recovery is a part of life. While memories of loved ones must stay with us, they cannot consume us.
Growth from Decay. In death, there is hope.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Restore the Dying. You can use your Channel Divinity to keep your allies off of death's door by using your own vitality. As an action, you can take an amount of damage of your choice, equivalent to a maximum of five times your paladin level, and restore that same amount of HP to an unconscious ally that you can see.
Halt the Twisted. As an action, you present your holy symbol to prevent perversions of life and death from being inflicted upon the masses. All hostile creatures within 30 feet must roll a Constitution save against your Spellcasting DC. If failed, they cannot deal necrotic damage, nor can they cast any spells or spell-like effects that belong to the school of necromancy.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients 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 the Sentinel
Beginning at 7th level, your warding spirit extends to protect those around you. You and allies within 10 feet gain an AC Bonus equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Keeper of Balance
Starting at 15th level, when take damage, the ally physically closest to you that you can see gains hit points equal to half of the damage that you took.
Additionally, whenever any ally goes unconscious while in your line of sight, they automatically succeed on a death save.
Spectral Shroud
At 20th level, you can surround yourself with the spirits of those you've kept safe.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- All of your attacks deal an additional 3d8 necrotic damage.
- All attacks against you have disadvantage.
- You gain a flying speed of 60 feet as spirits lift you and surround you.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/30/2022 2:10:29 AM
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