Oath of the Giving Grave (Antipaladin)

The giving grave is more a philosophy than a formalized code. It appeals to warriors who value power above life, to would-be conquerors who balk at nothing when imposing their will on the weak, to warlords who seek to extend their reigns beyond the usual limit of a single lifetime, and, frankly, to psychotic killers who crave the stamp of divine approval on their bloodletting.

Conquer Death. Immense power is needed to repair what's wrong with the world, and mortal beings' lives are too short to acquire that power and wield it effectively. Therefore, death itself must be overcome, and the only path beyond death is through the grave.

Serve Those Who Can Teach. To overcome death, one must serve and learn from those who have that knowledge, regardless of one's views about those entities. When they have no more to teach and no further aid to give, only then can the student's moral feelings come into play.

Brook No Opposition. Your vision for the world is correct, and the path to achieving it is narrow and treacherous. A single misstep could lead to disaster. Anyone who obstructs that path imperils the future and therefore deserves neither life nor mercy. This isn't cruelty; it's necessity. Where possible, those who fall can be redeemed by being made to serve your ambition after their deaths.

Honor the Gods of Death. Honor the gods who grant you power over life and death with devotion and sacrifice, so that they will aid you and look favorably on you as an instrument of their power, or even as an ally. Punish those who blaspheme against them.

Oath of the Giving Grave Spells

Paladin Level Spells
3 blood tide, disguise self
5 blood armor, bloodshot
9 animate dead, vampiric touch
13 blight, freedom of movement
17 insect plague, seeming

Channel Divinity

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

Overawe Enemy. As an action, you present your unholy symbol and utter a promise of horrors to come, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being stunned. Celestials and Good- aligned fey have disadvantage on the saving throw. On a failed save, the creature is stunned for 1 minute or until it takes any damage.

Mark of the Funeral Feast. As a bonus action, you can shout a command and indicate a creature you can see within 10 feet of you, using your Channel Divinity. All unintelligent undead below Challenge Rating 1 who are within sight of the creature become compelled to pursue and attack it. The effect ends in 1 minute or when the target creature drops to 0 hit points or falls unconscious. When the effect ends, the undead return to what they were doing before.

Aura of the Unrepentant

Starting at 7th level, you and allies within 10 feet of you can't be turned while you are conscious. At 18th level, the radius of this aura increases to 30 feet.

Tenacious Life

Starting at 15th level, you gain regeneration. If you start your turn with fewer than half of your maximum hit points, you regain 5 hit points. If you take fire or radiant damage, this trait doesn't function at the start of your next turn.

Undying Sentinel

At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

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