Base Class: Paladin
Oath of Endings Paladins ward against entities that would use souls for their own gain in any capacity, and seek the liberation of the soul from eternal existence. They battle against tyrants of all kinds, be they kings or gods, and fight to give everyone the ability to have beauty, fulfillment, and an end.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bane, healing word |
| 5th | misty step, spiritual weapon |
| 9th | bestow curse, speak with dead |
| 13th | death ward, divination |
| 17th | antilife shell, contagion |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Grip of the Inevitable. You can use your Channel Divinity to deny an enemy’s attempts to resist their demise. As a reaction, you force a creature of your choice that you can see within 30 feet of you that is attempting to heal to make a Constitution saving throw. On a failed save, the creature heals 0 hit points from the attempt and becomes unable to heal for 1 minute. Creatures can repeat the saving throw after any attempt to heal. On a success, the target heals half of the hit points (rounded down) from the attempt and can then heal again normally.
Reap. You can use your Channel Divinity to absorb the life energy you spill from massive strikes. When you inflict damage with your divine smite, you can use Channel Divinity to heal a number of hit points equal to half the damage dealt.
Aura of Fate
Starting at 7th level, an aura of control over fate surrounds you while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a friendly creature has 0 hit points, it may make death saving throws with advantage while within the aura
At 18th level, the range of this aura increases to 30 feet.
Beckoning Void
Starting at 15th level, the demise of your enemies approaches ever faster as their vitality wanes. If a creature you choose within 30 feet of you has fewer than half its hit points remaining, it takes 1d6 damage at the end of its turns and has disadvantage on Constitution saving throws if you’re not incapacitated.
Avatar of the End
At 20th level, you gain the ability to embody the end of all things. As an action, you can magically become an avatar of death, gaining the following benefits for 1 minute:
- Once, on each of your turns, you can cast Divine Smite at 1st level without expending a spell slot.
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space within 5 feet of a creature you can see.
- When you reduce a creature to 0 hit points, you gain 10 temporary hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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