Champion of Death (5e Class Feature)

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Champion of Death[edit]

You are a paladin who has a covenant with the powers of the undeath, rather than with celestial beings. When you choose this feature at 1st level, you lose all the following features: sense evil, lay on hands, divine smite, improved divine smite, aura of courage, cleansing touch and aura improvements.

Denizen of Darkness (1st level)

At 1st level, as an action, you can give yourself the ability to see through normal and magical darkness up to a range of 60 feet, until the end of your next turn. While this feature is active, you gain advantage (instead of disadvantage) on Wisdom (Perception) checks made in dim light, and you also detect the presence of any undead in the area (including those in the ethereal plane) when you use this feature. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Rejuvenation (1st level)

At 1st level, you gain a pool of Rejuvenation Dice. Your pool have an amount of dice equal to your paladin level, and you regain dice from that pool when you finish a long rest. Your die's size is that of a d6. The die's size increases as you gain levels: d8 at 9th level, d10 at 13th level and d12 at 17th level.

When you or a creature starts their turn with 0 hit points, you can spend any amount of dice from that pool and roll it, causing the target to regain hit points equal to the total rolled on the expended dice. Alternatively, when you take necrotic damage, you can spend one die from that pool to reduce the damage by the number rolled.

Death Smite (2nd level)

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is below half its maximum number of hit points.

Sacred Oath (3rd level)

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

As a Champion of Death, you may choose any Paladin Oath, but there are some more suited to a Champion of Death than others:

Becoming Undeath (10th level)

At 10th level, you no longer require air, food, drink, or sleep, though you must still rest to restore your energy. In addition, you have resistance to necrotic and poison damage.

Improved Death Smite (11th level)

By 11th level, all your melee weapon strikes channel the power of death. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Death Smite with an attack, you add this damage to the extra damage of your Death Smite.

True Undeath (14th level)

At 14th level, you have fully become undead furthering your prowess. You are now immune to the following conditions: exhaustion, poisoned and paralyzed.

In addition, you have advantage on saving throws against any effect that turns undead, and against the charmed or frightened conditions.

Lasting Undeath (18th level)

At 18th level, you have become more comfortable in your undeath. When you start your turn with less than half your maximum number of hit points, you regain hit points equal to your Charisma modifier plus 5.

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