Oath of Death

When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets.

Death_Knight.jpg

Tenets of Death

The tenets of the Oath of Death vary by paladin, but
all the tenets revolve around punishing justice and law by
any means necessary. The core principles of the tenets are brutal.

Crush the Weak Faced with a choice of fighting
my sworn foes or combating a lesser being. I choose to
slaughter the weak.
Necromancy is a GiftThose who an use necromancy are the chosen of Corantus and must be protected.
Will of the Dead Pity is a feeling I do not lend to my enemies.
Corantus’s MissionaryI must capture and bring souls to Corantus so that he may rule supremely in this world and the next.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Death Spells

Paladin Level ………… Spells

3rd ………………………………Protection from Good, Inflict Wounds
5th ………………………………Darkness, Silence
9th ………………………………Fear, Protection from Energy
13th …………………………….Confusion, Blight
17th …………………………….Cone Of Cold, Contagion

Channel Atrocity (Channel Divinity Substitute)

When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Corrupting Smite The Paladin Class Ability Smite now deals half Necrotic and half Fire Damage. The damage increases by 1d8 if the target is an living or an angel.
Death Pact As a bonus action, you can utter a contract between your soul and your adversary against a creature you can see within 10 feet of you, using your Channel Atrocity. Your enemy gains disadvantage on attacks against you for the following 5 rounds.

Undying Avatar

By 7th level, your lords will keeps you alive to bring him more souls. You gain the undead sub-type, you gain damage immunity to poison and necrotic, status immunity to poison, exhaustion, and fear, and you gain the darkvision sense up to 60ft.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Death Pact brings untold fortitude. You are immune to Turn Undead. When an enemy who you make a Death Pact with dies at your hands, they must make a Charisma Saving Throw or their harvested soul grants you advantage for the next minute.

Saving Throw DC = 8+Proficiency Bonus+Charisma

Herald of Death

At 20th level, you can assume the form of an
Herald of Death. Using your action, you undergo a
transformation. For 1 hour, you gain the following
benefits:
• Hellfire Orb: As your action you hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in 20-foot-radius sphere centered on that point must make a DC 18 Dexterity Saving Throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
• You emanate an aura of hate in a 30-foot radius.
The first time any enemy creature enters the aura or
starts its turn there during a battle, the creature must
succeed on a Wisdom saving throw or become frightened
of you for 1 minute or until it takes any damage.
Attack rolls against the frightened creature have
advantage.
Once you use this feature, you can’t use it again until
you finish a long rest.

Oath of Death

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