Paladin: Oath of the Revenant

by sillyshrimp

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Paladin:
Oath of the Revenant

When someone on their quest is prematurely slain in battle, if their will complete the quest is still strong, their soul might be cast back into their body to complete it. Though the person is given another chance to complete their quest, their soul is not allowed to rest until their quest is complete. Some would call this cruel but some would not take a second to choose this path. Sometimes called a Revenant, The paladin’s eyes burn bright with resolve and flare in the presence of its adversary.

Undead Nature

  • You don’t require air, food, drink or sleep. When you take a long rest, you spend 6 hours inactive as your body reconstitutes itself.
  • When under the effect of turn undead, you can make a wisdon save to end its effect at the end of each of your turn.
  • When your quest is complete, your soul will will no longer linger in this world and you will cease to exist.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Revenant Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Revenant Spells

Paladin Level Spells
3rd Arms of Hadar, Ray of Sickness
5th Blindness/Deafness, See Invisibility
9th Animate Dead, Fear
13th Shadow of Moil, Sickening Radiance
17th Cloudkill, Insect Plague

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Control Undead

As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.

Vengeful Glare

As an action, you target one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failure, the target is paralyzed until you deal damage to it, or until the end of your next turn. When the paralysis ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success.

Aura of the Undead

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to Necrotic damage while you are conscious. At 18th level, the range of this aura increases to 30 feet necrotic damage.

Undead Regeneration

Starting at 15th level, you regain 10 hit points at the start of your turn. if you take fire or radiant damage, this feature doesn't function at the start of your next turn.

True Revenant

At 20th level, you gain the abilities of a True Revenant. As an action, you can magically gain the following benefits for 1 minute:

  • You are immune to the Charmed, Exhaustion, Frightened, Paralyzed, Poisoned and Stunned Conditions.
  • You are resistant to Necrotic, Psychic and Poison Damage.

Once you use this feature, you can’t use it again until you finish a long rest.

"Ashen Zero - Mega Man meets Dark Souls" by KEOS MASONS - Marco Plouffe is licensed under CC BY-NC-ND 4.0

 

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