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Paladin

Oath of The grave (Usually the raven queen)


“The oath of the grave binds a paladin to protect the life and death boundary at all costs and if these
two conflict, usually an oath of the grave paladin will be there to stop it. You stand at the boundary
of life and death, having a watchful eye overall and a slight break in that balance and an oath of the
grave paladin is on the case. Sometimes these paladins are called avengers or Grave Wardens and
they fill the role of keeping a watchful eye out on life and death and seek out wandering spirits to put
to rest. Most of these paladins follow the raven queen, but some branch off and find other deities
that try and defeat the undead and make sure balance is afoot between life and death. Some Oath of
the grave paladins can go down the root of a person who staves off death using magic if they think
they have some great work to accomplish to the world. But all oath of the grave paladins know that
they cannot and will not deny death, for death will eventually get its due.”

Tenets of the grave

Sometimes these vary by paladins, but the main idea is that they will defend life and fight back the
undead, punishing those that bring forth and disturb the dead.

Death is a natural part of life - Do not fear death, for it is nothing more than the inevitable
conclusion of life

Undead is a perversion - The undead are an affront to the natural order and must be destroyed.
Life is precious - Life is what gives death meaning. It should not be cut short and should be preserved
until the appropriate time has come.
Paladin Level Spells
rd
3 Cure wounds, Inflict wounds
5th Lesser restoration, Prayer of healing
9th Revivify, Remove curse
th
13 Death ward. Banishment
17th Mass cure wounds, Raise Dead

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blazing Radiance - As an action, you can present your holy symbol and use your Channel Divinity to
release a blinding aura of sunlight that sears nearby undead. As an action, you present your holy
symbol. Each hostile creature within 60 feet of you must make a Constitution saving throw. Any
creature who fails their saving throw is blinded until the end of their next turn. An undead creature
takes radiant damage equal to 2d10 + your paladin level on a failed saving throw, and half as much
damage on a successful one. A creature that has total cover from you is not affected.

Shelter the Living -As an action, you present your holy symbol and ward nearby allies against death.
Choose a number of creatures equal to your Charisma modifier within 60 feet of you. Each chosen
creature gains 10 + your paladin level as temporary hit points. You cannot use this feature on an
undead or construct.

Raven Familiar - Starting at 3rd level, you call a celestial raven into your service. You learn the find
familiar spell, and may cast it as a ritual, but only to call a celestial raven. Additionally, whilst the
raven is perched on your shoulder, you gain a bonus to Wisdom (Perception) equal to your charisma
modifier and while perched on your shoulder, the raven can’t be targeted by any attack or other
harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.

Light- Starting at 3rd level, you learn the light cantrip and can cast it as a bonus action

Aura of the grave – Starting at 7th level, you and friendly creatures within 10 feet of you gain
advantage on death saving throws. At 18th level the range of this aura increases to 30 feet. You are
also immune to the frightened condition, and resistant to necrotic damage.

Undying Sentinel – Starting at 15th level, when you are reduced to 0 hit points and are not killed
outright, you can choose to drop to 1+ your paladin level as hit points. Once you use this ability, you
can’t use it again until your finish a long rest. Additionally you suffer none of the drawbacks of old
age, and you can’t be aged magically.
OR
Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you
may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier,
regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from
prone as a bonus action.

Avatar of the grave


At 20th level, you can assume the form of an avatar of the grave. Using your bonus action, you
undergo a transformation. For 1 hour, you gain the following benefits:
 Raven wings sprout from your back and grant you a flying speed of 60 feet
 You gain resistant to all damage
 At the start of your turns, you regain 10 hit points
 You and allies within 30 feet of you are under the effects of a protection from evil and good spell

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