Base Class: Paladin
Doomguides are devoted paladins of Kelemvor, god of the dead, whom they serve, along with the people of Faerûn, by helping mortals deal with their fears of death and existence after the fact. In order to help combat these fears, many of which are tied to the works of necromancers, doomguides also serve as elite divine spellcasters who seek out necromancers and their undead servitors to destroy them and bring a measure of peace to the world.
To doomguides and their god there is no greater abomination than the undead and doomguides train throughout their careers to free these souls and send them on their way to the City of Judgment. To aid them Kelemvor grants his priests some measure of his power and grace, instilling doomguides with a power over death that fills the undead and their masters with fear. This oath is restricted to the lawfully aligned.
Tenets of the Doomguide
The tenets of the Doomguide have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those who defile this natural order by performing unholy raising of undead.
Balance in all Things. Give relief to the dying and comfort to the grieving. Deliver justice to those who would thwart death or create twisted perversions of the dead.
Preserve the Righteous. Death should not come early to those who have led a blessed life . Preserve the righteous, so they may live on without fear, and one day die in peace.
Let Souls Pass On. Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
Accept Death. Death comes to all eventually, do not fear it. Accept it, and you will find a place in the afterlife.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Turn Undead. As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Starting at 6th level, if an undead fails its saving throw against this feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold:
| Paladin Level | Destroys Undead of CR… |
|---|---|
| 6th | 1/2 or lower |
| 9th | 1 or lower |
| 12th | 2 or lower |
| 15th | 3 or lower |
| 18th | 4 or lower |
Path to the Grave. As an action, you can mark another creatures life force for termination. Choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attacks damage, and then the curse ends.
Oath Spells
You gain oath spells at the paladin levels listed. In addition, you learn the spare the dying cantrip.
Oath of the Doomguide Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
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|
17th |
Kelemvor's Blessing
Starting at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, you and your allies have advantage on saving throws against paralyzed and possession effects.
This aura is only in effect while you are concious.
At 18th level, the range of this aura increases to 30 feet.
Kelemvor's Judgement
Starting at 15th level, you gain the ability to pass Kelemvor's judgement to your enemies. As an action you can judge creatures you can see within 30 feet dealing 8d6 + spellcasting ability cold damage.
Once you use this feature, you can't use it again until you finish a long rest.
Champion of Kelemvor
At 20th level, your devotion to Kelemvor grants you his favor, further augmenting his blessing. You can use your action to gain the following benefits for 1 minute:
- You and your allies within 30 feet regain 10 hit points at the beginning of your turn.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You and your allies within 30 feet have immunity to poison, cold and necrotic damage. If a creature is under a poison effect, this effect is not removed.
- Attacks made with your weapon deal an additional 2d6 cold damage.
Once you use this feature, you can't use it again until you finish a long rest.
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Posted Feb 27, 2021Saw this posted elsewhere online, and though it's been quite a while since it was posted, I just wanted to say...bravo. I LOVE lore-specific, thematic content like this. Doomguides are *maybe* the BEST part of Kelemvor's lore (...sorry Kelemvor fans!). I totally respect all the clear and transparent work you did here to bring a bunch of disparate elements together into a very synergistic and unique package. Very well done.