Paladin: Oath of The Fallen

by Jek

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Paladin: Oath of the Fallen

The Oath of the Fallen clings onto the memories of those who have passed on, either in love, or pure hatred for the spirits of the fallen. Paladins who live with this Oath must see to it that someone's death wasn't, or will never be in vain. These paladins grow close to the spirits they cannot forget whether they realize it at first, or not. Whispers of these paladins only know of them as Fallen Lords.

A Fallen Lord follows principles such as honor the fallen, bring death with dignity, and death always has an impact.

A Fallen Lord would make the oath for various reasons, some being avenging a fallen comrade or family member, a curiosity or fear of death or spirits, or an unsatiable desire to drag a hated enemy down to hell yourself.

Channel Divinity

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

Lost Whisper. You can use your Channel Divinity to hear a whisper of advice form a soul you fainlty recognize. As an action, you will hear whispers in your ear of spirits guiding you. This could effect you in one of two ways.

The whisper guides you and gives you advantage on all Charisma, Intelligence, and Wisdom checks for the next minute, or the Dungeon Master may choose to have the spirit whisper a small sentence or two to you.

Fallen Specter. You can use your Channel Divinity to form a Ghostly Figure that can fight for you. As a bonus action, you conjure a fallen specter that stays on the field for 1 minute. You can use a bonus action to command the fallen specter to move, and take an action.


Fallen Specter

Medium Undead, Alignment of Fallen Lord


  • Armor Class 11 + Proficiency Bonus
  • Hit Points (4 + your spell attack bonus + 6x your Paladin Level)
  • Speed 0., fly 30ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

  • Damage Immunities Psychic
  • Condition Immunities Charmed, Frightened, Grappled, Prone, Unconscious
  • Senses Darkvision 60ft
  • Languages Languages Spoken By Fallen Lord

Actions

Life Steal. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC (Equal to Paladin's Spell Save DC) Constitution saving throw or the Paladin will heal a number of hit points equal to the damage dealt.

Oath Spells

Paladin Level Spells
3rd Dissonant Whipsers, Cause Fear
5th Invisibility, Silence
9th Clairvoyance, Speak With Dead
13th Black Tentacles, Phantasmal Killer
17th Raise Dead, Legend Lore

Aura of Souls

Starting at 7th level your connection to spirits of the dead is so strong, that you feel empowered by the mere presence of a soul. For every creature within 10ft of you, you gain a +1 to your damage rolls, and on a hit will heal you the same amount of extra damage this Aura gives you, to a maximum of 4. This effect and this aura also apply to the fallen specter and the fallen specter has it's own aura that stacks with the Paladin's Aura.

At 18th level, this aura increases to 30ft, and the maximum amount of souls increases to 6.

Protecting Spirits

Starting at 15th level, when you are hit by a creature within your aura, you may use a reaction to call a Spirit in between you or the attacker. The Spirit reduces the damage from the attack to 0 and then uses the "Life Steal" attack just like a Fallen Specter.

You may use this a number of times equal to your Charisma Modifier per long rest.

Hell's Messenger

At 20th level, the Spirits that cling to you haven given their full submission to you. In the begining of your oath they talked to you, then they fought for you, then they protected you. But now, you gain their full power. Using your bonus action you undergo a transformation. You gain the following effects for 1 minute

  • Hostile creatures within the Aura cannot have any sort of advantage on attacks against you or freindly creatures within your aura.
  • At the start of the Paladin's turn, any creature within their aura will be attacked by the fallen specter whether it is on the field or not.
  • If the Fallen Specter is not already on the field, it is summoned. If it is already on the field, its regains full hit points, and it will be on the field for another 1 minute.

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

 

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