Oath of the Revenant

by Bunnygeon Master

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Sacred Oath


At 3rd level, a paladin gains the Sacred Oath feature. The Oath of the Revenant is a new option for paladins to choose.

Oath of the Revenant

Some sacred vows last beyond even death. The Oath of the Revenant is one such vow: a promise so powerful that it restores the bearer from death to life—or at least to unlife. The objects of such oaths can vary, but what unites them is the unflinching and tireless dedication that drives their bearers onward. Called knight-macabre, dead-knight-walking, or more simply revenant, such a paladin walks without fear, for having overcome death what else is there to be afraid of?

Tenets of the Revenant

Sworn on the borders of mortality, the tenets of the Revenant must be powerful enough to propel a paladin out of the very jaws of death. In consideration of the variety of reasons that may motivate paladins to swear an Oath of the Revenant, you might create with your Dungeon Master a unique third tenet to describe your paladin's motivation, or you may choose from or roll on the Revenant Vow table below.

Tenacity. There is no longer any obstacle that can halt your quest or stay your hand.

Life. Robbed of the gift of life once before, you know better than ever to reverence it and preserve it where possible.

Revenant Vow
d4  Unique Tenet
1 Revenge. In your passing, debts would've been left unpaid. Whether on your killers or on some other enemy, you have sworn to wreak cold vengeance.
2 Romance. Yours was a love for the ages. You have vowed to reunite with your beloved in mutual joy.
3 Zeal. It was a just cause for which you fought! Whether it was a revolution against the king or a sacred quest for your god, you refused to allow death to stop you.
4 Guardianship. It was your charge to protect someone or something, perhaps kin to you, or a royal heir, or a site of pilgrimage. It would be vulnerable in your death, so you could not die.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Revenant Spells
Paladin Level Spells
3rd false life, inflict wounds
5th darkvision, enhance ability
9th feign death, speak with dead
13th death ward, freedom of movement
17th antilife shell, danse macabreXGE

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Created by BunnygeonMaster using GM Binder. Thanks to Caim, Genuine, Novronian, and Yorviing for feedback and design assistance.

Deathless Ancient by Nils Hamm (© Wizards of the Coast).

    Defy Death. When you would make a death saving throw, you can use your Channel Divinity to instead regain a number of hit points equal to your paladin level. If you are prone, you can also stand up.

Pallor of Death. You can use your Channel Divinity as a bonus action to reveal or otherwise emphasize your undead visage. One creature within 10 feet of you that can see you must succeed on a Wisdom saving throw. On a failed save, it is frightened of you for 10 minutes or until you or one of your allies does anything to harm it or it witnesses you or an ally of yours do anything to harm a creature it considers a friend or ally. While it is frightened in this way, you have advantage on Charisma (Intimidation) and Wisdom (Insight) checks you make against it.

Aura of the Revenant

Beginning at 7th level, your very presence overcomes death. While you or at least one friendly creature within 10 feet of you is conscious, you and friendly creatures within 10 feet of you can't die from failing death saving throws.

At 18th level, the range of this aura increses to 30 feet.

Life and Death

Starting at 15th level, you're immune to spells that can only target humanoids. Also, when you would take damage, you can use your reaction to gain resistance to that instance of damage. You also gain temporary hit points equal to the damage you take. These temporary hit points last until the end of your next turn.

Once you resist damage in this way, you can't do so again until you finish a long rest.

Unkillable

At 20th level, you gain the ability to transform into a truly deathless revenant as an action. For 1 minute, you can't die. At the beginning of each of your turns, you regain all of your lost hit points.

You can use this feature once, and you can't use it again until you finish a long rest.