Oath of the Crypt Keeper
Much like other Paladins you promise to protect the innocent, punish wrong doers, and slay those that wish to twist or destroy the world. But unlike other paladins you decided that the deceased are also the innocent and use the same tactics your enemies employ.
Tenets of the Keeper
Respect for those that rest always pay your respect to the deceased even if you are the one to destroy them.
Protect the crypt never allow those that wish to disturb the dead for whatever reason to enter a crypt or graveyard.
Champions of the dead only use the deceased you swore to protect if forced to fight the undead as well.
Shackles of the living, Freedom of the dead when the oath of the living allowed evil of the undead ans those that control then you must keep your oath by breaking it.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.
Oath Spells
| Paladin Levels | Spells |
|---|---|
| 3rd | Cause Fear, Hex |
| 5th | Shadow Blade, Misty Step |
| 9th | Counterspell, Vampiric Touch |
| 13th | Summon Greater Demon, Shadow of Moil |
| 17th | Negative Energy Flood, Wall of Light |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Damned Smite As an Action, you can imbue yourself with negative energy, using your Channel Divinity. For 1 minute whenever you use your Divine Smite feature you can add 1d6 necrotic damage.
Reclaiming Life As a Bonus action, you turn your healing touch into one of pain. For 1 minute whenever use your Lay on Hand feature you can instead deal an amount of radiant damage equal to the amount spent. If used on an undead creature the damage is double.
Aura of Limbo
At the 7th level you exude an aura while not incapacitated. You and any creature of your choice within 10 feet of you become resistant to radiant and necrotic damage.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Turning Undead
At the 15th level you can quell the undead and those that control them. As an Action you raise you holy symbol summoned or raised undead that can see and hear you within 60ft has to make a Constitution saving throw against your spell save DC or be banished or unraised. Hostile creatures that aren't undead are stunned until the end of your next instead.
Avatar of the Dead
At the 20th level using powerful necrotic energy and your devotion to your oath you become a true paragon in defending both the living and the dead. As an Action you gain the following benefit for 1 mintue.
You deal an extra amount of necrotic or radiant damage equal to your Charisma modifier, radiant damage is doubled if the target is undead.
Undead that hit you have to make a Constitution saving throw against your spell save DC taking 1d10 + your Charisma modifier radiant damage. Hostile creatures that aren't take necrotic damage instead.
You're immune to the charmed and frightening effects.