Sacred Oath: Oath of the Grave Knight

by drognbork

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Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. At the DM’s discretion, the Oath of the Grave of the Knight is available as an option for that feature.

Oath of the Grave Knight

The Oath of the Grave Knight is a seldom practised tradition, most commonly reserved for the followers of the Raven Queen, or the Lady of the Long Nights. Sometimes called winter knights, black knights, or grave knights, these paladins serve as protectors of the sacred passings into the afterlife. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that blight this land. They adorn themselves with images of death and winter - skulls, ravens, or similar symbols of their patron gods.

Oath of the Grave Knight features
Paladin Level Feature
3rd Channel Divinity, Might of the Grave
7th Aura of Preservation (10 ft)
15th Soul of Demise
18th Aura of Preservation (30ft)
20th Reaper of Winter

Tenets of the Grave Knight

The tenets of the Oath of the Grave Knight have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead.

Annihilate the Unholy. The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already

Preserve the Righteous. Death should not come early to those who have led a blessed life . Preserve the righteous, so they may live on without fear.

Let Souls Pass On. Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.

Accept Death. Death comes to all eventually. Accept it, and you will find a place in the afterlife.

Oath Spells
Paladin Level Spells
3rd inflict wounds, ice knife
5th gentle repose, ice shieldDAPC
9th sleet storm, speak with dead
13th blight, ice storm
17th cone of cold, destructive wave

Channel Divinity

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


Icy Repose. As an action, you present your holy symbol and speak a prayer against undeath, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frozen for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. A frozen creature is affected by the paralyzed condition until the frozen effect ends, at which point the creature is freed and able to act normally.


Restbringer. As a bonus action, you can imbue one weapon that you are holding with necrotic energy, using your Channel Divinity. For 1 minute, you add 1 + your Charisma modifier necrotic damage (minimum 1) to your damage rolls made with that weapon. Additionally, hitting a target with the weapon marks them until the end of your next turn. A marked target can’t regain hit points, and if it dies while marked, it can’t become undead. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

If a creature under this effect dies, it can't become undead.

Might of the Grave

Your Divine Smite and Divine Strike features can deal Cold, Necrotic or Radiant damage. Additionally, you replace Lay on Hands with the following feature.

Sapping Touch.

Your lifeless touch saps vigor, which you may repurpose to heal. You have an empty pool of vampiric power that replenishes when you deal necrotic damage. As an attack, you can make a melee attack against a target within reach, dealing 1d6 + your Strength Modifier necrotic damage on a hit. This damage increases at higher levels, becoming 1d8 at 5th level, 1d10 at 10th level, and 2d6 at 15th level

You add the necrotic damage you deal to the pool, up to a maximum equal to your Paladin level x 5.

As an action, you can touch a creature and draw power from the pool, restoring hit points up to the maximum amount remaining in your pool.

This feature has no effect on constructs.

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Aura of Preservation

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to necrotic and cold damage, and cannot be charmed, frightened, or possessed by undead creatures.

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

Soul of Demise

By 15th level, your restbringer feature has become far more powerful. The duration of restbringer increases to 10 minutes, you deal extra cold damage equal to your Charisma modifier to targets of your vow, and any creature marked by the feature has their speed reduced by 10 feet. Additionally, if a marked creature dies, that creature can’t be raised from the dead for the next 30 days, outside of using a wish spell. Additionally, you can use a bonus action on your next turn to mark a new creature with the vow.

Reaper of Winter

At 20th level, as an action you can assume a divinely inspired form. For 1 minute, you gain the following benefits:

  • You emanate a powerful aura of cold in a 30-foot radius. Whenever an enemy creature starts its turn in the area, the creature takes 10 + your Charisma modifier cold damage and their movement speed is reduced by 10 feet until the start of their next turn
  • Undead creatures have disadvantage on attack rolls against you, and you have advantage on saving throws against spells cast by undead creatures.
  • Cold and necrotic damage you deal ignores resistances
  • Whenever a creature dies within the area, you gain 20 temporary hit points.
  • You have immunity to cold and necrotic damage.

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

Extra Spells

Ice Shield

2nd-level abjuration


  • Casting Time: 1 reaction, when you take damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A shield of ice coalesces to protect you from oncoming danger. Until the start of your next turn, you gain 2d6+6 temporary hit points, which take as much of the triggering damage as possible.

Credits

Disclaimer

This is all personal work I do for myself and my players - these are not meant to be published, or used for monetary gain - Everything is for the tables I play and DM at. If I haven't credited someone, or have miscredited someone, please message me at drogn#0797, so I can correct my mistake.

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