Sacred Oath of Death
Oath of Death
The Oath of Death is a vow to preserve the natural flow of life. There comes a time when one must simply pass on, and leave this world for the next. Paladins who take this oath attempt to ensure those who extend their life long beyond proper can actually die and join others in the afterlife, while protecting those who have yet to reach that point. They specialize in killing undead like vampires, liches, and ghosts, as well as those who make promises with fiends for eternal life, and sometimes even more peaceful beings. Depending on the person, a paladin who takes this oath may be known as a saviour, reaper, Death, or even an assassin of the elderly.
Tenets of Death
Some have different ideas on what constitutes as denying death, and what types of life should be protected, but the main ideas of the oath remain the same.
- Pass the Torch. Ease a soul's passing onto the afterlife, and honour the memory of a life well lived.
- Help Creation. Protect those who cannot yet fight or think for themselves, and those who are helping to nurse a new being into the world.
- Kill the Breathless. Let those who have denied death, and prevented it, be able to move onto the next stages of their existence by sending them to the afterlife.
- Bear Fruits. Celebrate life with others and aid the creation of the next generation.
You gain oath spells at the Paladin levels listed.
|3rd||cure wounds, inflict wounds|
|5th||lesser restoration, warding bond|
|9th||mass healing word, sleet storm|
|13th||aura of life, ice storm|
|17th||cone of cold, greater restoration|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options:
- Icy Death. You can use your Channel Divinity to make a creature feel the chilling presence of death. As an action, choose a creature within 60 feet. Until the end of your next turn, the creature suffers from the two following effects:
- First, the creature cannot regain hit points. Anytime it would regain hit points, it must make a Constitution saving throw against your Spell Save DC or take cold damage equal to the amount it would have healed. This damage cannot be reduced in any way.
- Second, if the creature falls to 0 hit points or takes damage while at 0 hit points, it immediately dies and cannot be resurrected, regenerated, reanimated, rejuvenated, or reincarnated. A creature killed this way permanently loses any traits which would allow it to restore itself to life, and its corpse can never become an undead creature.
- Life's Flame. As a bonus action, you can use your Channel Divinity to imbue creatures within 30 feet with divine energy. Choose a number of creatures up to your Charisma modifier (minimum of 1). For one minute, whenever the affected creature(s) deal damage with an attack, the attack deals an additional 1d4 radiant damage.
Aura of Preservation
Starting at 7th level, the air around you seems to be robbed of its warmth, while you feel pleasantly warm to the touch. You and friendly creatures within 10 feet have resistance to cold and necrotic damage.
At 18th level, the range of this aura increases to 30 feet.
Birth and Demise
Beginning at 15th level, when a friendly creature you can see deals radiant or fire damage to another creature, you can use your reaction to cast a spell you have prepared, with a casting time of one action, which deals cold or necrotic damage.
At 20th level, as an action, you can assume the form of a shadowy visage of death. For one minute, you gain the following benefits:
- You can consider yourself under the effects of etherealness while moving on your turn.
- You and friendly creatures within 30 feet have immunity to cold and necrotic damage.
- When an enemy creature within 30 feet fails a saving throw against a spell you cast which deals cold damage, they are restrained until the start of your next turn. If the creature is already restrained due to this effect, it is instead petrified into ice until the petrification is removed.
Once you use this feature, you can't use it again until you finish a long rest.