Paladin
Base Class: Paladin

Balance the powers of life and death on the tip of your blade as you slay enemies, heal your allies and raise the dead. The oath of undeath have chosen to chose the third option in the eternal fight between life and death: both. They worship the constant cycle of life, death and undeath, believing that existence is a constant cycle and life and death are merely stops on an infinite journey. They seek to root out and destroy any that claim to have everlasting life or death, but believe that a gentle hand should be used to resolve disputes went possible as life while short is precious. Oath of Undeath paladins may worship one deity who shares their ideals, or they may have heard a calling from a place other then divine, and instead worship two gods, one of life and one of death, in an attempt to heal the eternal divide of life and death.

Tenants of Undeath

  1. Continue the flow. You must stop any thing or one that puts the balance off of life and death.
  2. Keep the balance. You must keep the balance of life and death in society. If you come across towns riddled with disease, you must take the time to help the people reach an equilibrium. If you find a city that has grown complacent in it's prosperity, however, do not allow them to become ignorant to the presence of death.
  3. Measure twice, cut once. Take time to decide which side of your faith each situation requires, but when you do make sure that your help is given to all who need it, and your wrath is felt by all who deserve it  
  4. Hold permeance at bay. You do not need to strike against those who revive and reincarnate, for they use the channels of life and death in their magic, instead seek out those who have taken immortality for themselves, or use death with wanton disregard

Oath Spells

You gain oath spells at the paladin levels listed.

  • 3rd: False life, Inflict wounds
  • 5th: Prayer of healing, Ray of enfeeblement
  • 9th: Life transference, Spirit shroud
  • 13th: Shadow of moil, Sickening radiance
  • 17th: Enervation, Mass cure wounds

Channel Divinity

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

Mask Life. As an action raise your holy symbol and utter a pray of death, for 5 minutes you and any creatures you chose within 30 feet of you gains the following benefits: You appear to be undead in everyway, this effect can not be seen through by non-magical means. You gain advantage on charisma (intimidation) checks and no undead (or creatures that believe undead to be allies) will attack you, or they will stop attacking you if combat has already started, unless they are commanded to or pass an intelligence (investigation) check which you make a charisma saving throw against (creatures can only make this check if the witness you activate this effect). If this ability is used on the undead, they will appear living, but gain no other benefits.

At 10th level the duration increases to 10 minutes, then to 15 minutes at 20th.

Regenerating Death. As a bonus action, you imbue your weapon with necrotic energy. The next attack you make with that weapon deals an extra 1d8 necrotic damage, you can then add the necrotic damage you dealt to your current pool of lay on hands hit points. This increases to 2d8 at 8th level, 3d8 at 13th level and 4d8 at 18th level. If you kill a creature with the necrotic damage from this ability, restore hit points as if you had done the maximum amount of damage.

Tempered smite

Since you have chosen the middle road between life and death your smite is different from other paladins. You can chose to deal necrotic damage instead of radiant damage with your divine smite and improved divine smite features, however you can not add an extra 1d8 if the target is undead.

In addition you can heal the undead and ignore any spell instructions saying you can't.

Aura of Balance

Starting at 7th level, Any humanoid creature that isn't undead that you chose that dies within a 10-foot aura of you is revived as a zombie. You can control 2 zombies at a time with this feature, any equipment the creature had on it in death it has in life, however zombies cannot wield martial or ranged weapons and a zombie cannot move if it does not meet the strength requirement for the armour it is in. Each zombie brought to life with this feature lives for 12 hours, after which it will decay and its hitpoint maximum will decrease by 1 every 5 minutes, this can be undone by healing the zombie (you can not heal it past its hitpoint maximum).

Additionally zombies you control also gain the block action. This action counts as a held action, and will activate on the next single-target attack on a friendly creature within 5 feet, on activation, the undead will jump in front of the attack. If the attack would have hit the original target, the undead takes the damage automatically, if it would have missed, the same attack role is used against the undead's AC to hit.

At 18th level, the range of this aura increases to 30 feet and the number of zombies increases too 5.

Mastery over death

Beginning at 15th level you have now embraced undeath itself, you now count as an undead creature (you don't have to eat, immune to disease, etc.) and have resistance to poison and necrotic damage, you also gain proficiency in constitution saving roles. Additionally, you can now use your Lay on Hands feature on any creature with 10 feet of you. Additionally, any creature who receives healing from your Lay on Hands feature can add the number of hitpoints healed as necrotic damage (up to 20 points) to their next attack. 

Undeath incarnate

At 20th level, as an action, you can harness the power of life and death. For 1 minute, you gain immunity to necrotic and poison damage and have advantage on constitution saving and ability roles, you also suffer no negative effects from exhaustion while using this feature. Whenever you heal a creature while this feature is active, heal extra hit points equal to half of what you would originally heal. In addition, you may spend up to 20 lay on hands hit points after an attack to deal additional necrotic or radiant damage equal to the points spent, if a creature dies from this damage regain any hit points used. While this effect is active all undead you control gain temporary hit points equal to their maximum hit points.

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