Oath of the Reaper (5e Subclass)
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Oath of The Reaper
A paladin belonging to the Oath of The Reaper strives to keep balance and seek out undead. Many are said to embody darkness and death itself. They hold themselves to the code of the Oath of The Reaper to the letter and are widely know to seek out creatures who break the natural cycle of life and death. Their armor and weapons are usually all black, depicting death.
- Tenets of Devotion
Though the exact words and strictures of the Oath of the Reaper vary, paladins of this oath share these tenets.
Balance. When you know of a disturbance in nature or order, you must takes steps to correct the problem.
Cycle of Life. You will not allow the resurrection of those who have fallen, even if they are family, friend, or loved one, as everyone must die eventually.
Slay the Unnatural You will not allow the continued existence of beings meddling in the forces of death. Necromancers, undead, or the never-dying; they all must go.
|9th||bestow curse, speak with dead|
- Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Mark of Death. As a bonus action, you can mark a target within 60 feet that you can see. This mark lasts 1 minute. The creature glows with a black glowing symbol visible even in dim light. You and your allies have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against it. Additionally, the target loses 1 AC. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see.
- Gilded Eyes
- Death Shroud
Starting at 7th level, the first time each turn that you or a friendly creature within 10 feet of you rolls a 1 on one of their damage dice on their turn, they may reroll the damage die and must use the new roll.
At 18th level, the range of this aura increases to 30 feet.
- Tainted Soul
Beginning at 15th level, your own soul has been completely consumed by the darkness. You gain 10 feet of blindsight, you gain resistance to necrotic damage, and you can no longer be frightened.
- Dark Champion
Starting at 20th level, you can assume the form of pure darkness, taking on an appearance you choose. For example, your skin might turn black or put off a dark mist, your hair might become pure white or cascade off you like fog, or you might sprout skeletal spikes.
As an action, you undergo a transformation that allows you to embody darkness. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 15 hit points if you have no more than half your hit points remaining.
- You gain a pair of ghostly, see-through, leathery wings of bone that give you a flying speed of 50 feet.
- Enemy creatures that start their turn within 5 feet of you take necrotic damage equal to double your Charisma modifier (minimum of one).
Once you use this feature, you can’t use it again until you finish a long rest.