Paladin - Oath of Oblivion

There is a hard line between life and death, and the Oath of Oblivion is that line. Sometimes called black knights, raven knights, or skull knights, paladins who swear this oath ensure what is dead stays dead and what still lives remains that way until it is time to pass on. These paladins are in constant search of murderers and abominations, seeking to balance the karmic scales and set right the natural order of life and death. They adorn their armor with images of the silent fate that awaits their foes--skulls, fangs, and ripping claws--as a warning of the uncompromising oath they have taken.

Tenets of Oblivion

Though the exact nuances of the Oath of Oblivion are as difficult to understand as death itself, the primary pillars of this oath are based around these tenets.

All Beings are Equal. All things die with time and that is the way it is meant to be. Death is the great equalizer, coming for peasants, kings, and adventurers alike. You should treat all people as such.

Pain Begets Pain. Those that cause pain and suffering shall endure the same. One way or another, be it it by your hands or someone else's, they will reap what they sow.

Mortality and Undeath. Though some gods see fit to bring back beings that have passed beyond the veil, others seek to avoid oblivion in a more perverse way. Immortals and the undead are an offense to the natural order and must be put to rest. Those that seek such corruption must be punished and exectued.


Preserve the Order. Those that would be taken before their time must be protected. Their time will come, but not a second earlier than it is meant to. Until then, you must defend them, even with your life.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Oblivion Spells
Paladin Level Spells
3rd armor of agathys, inflict wounds
5th hold person, misty step
9th bestow curse, vampiric touch
13th aura of life, death ward
17th contagion, raise dead

Channel Divinity

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

Living Death. When death is calling, you may ignore its beckoning. Using your reaction when you are reduced to 0 hit points, you are not knocked unconscious, though you are knocked prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. Similarly, if you die due to failing death saving throws, you die as your normally would.

Lay to Rest. As a bonus action, you mark a creature within 30 feet of you for death. When that creature next makes a saving throw against a spell that you cast, it does so with disadvantage.

Aura of Preservation

Starting at 7th level, your divine willpower helps protect your allies from the destruction you sow. You and friendly creatures within 10 feet of you can reduce bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (with a minimum reduction of 1). Each creature may only benefit from this aura once each round.

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

Ceaseless Will

Starting at 15th level, you become as unyielding as the undead and immortals you seek to destroy. You are considered immune to exhaustion. In addtion, moving through difficult terrain does not cost you extra movement.

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Angel of Death

At 20th level, you can assume the form of a deadly reaper, taking on an appearance of your choice. You might become a great cloaked figure with motionless wings of bone or a scythe wielding horseman ready to bring about the end.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your feet lift off the ground as you gain a hovering flight speed equal to your movement speed.
  • Your essence becomes spectral, allowing you to move through other creatures and objects. You take 1d10 force damage if you end your turn inside an object. If this form ends while you are inside an object, you are immediately shunted to the nearest unoccupied space and take damage equal to twice the number of feet you were moved.
  • Your weapon grows into a massive scythe. The weapon keeps its damage die and all of it properties, while its reach increases by 5 ft.
  • If you have advantage on an attack roll with a melee weapon, you deal additional necrotic damage equal to your paladin level.

Made by /u/mistermartyr using the Homebrewery

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