Oath of the Raven Knight
“The Raven Queen is our mistress. She holds death in her grasp, and each of us serves as an instrument of her will.”
All who follow the Raven Queen, embraces death; the demise of all living creatures is a natural progression of life. Those initiated into the Raven Queen’s service find ways to utilize the powers of cold and death while serving their deific mistress.
Such celestial power isn’t all astral radiance and divine glow. The Raven Queen lives in shadow, weaving it and reaching forth with winter’s frigid claws to take all mortals into the beyond. Her knights do the same and they walk the line between light and dark, to ensure that the cycles of death and destiny continue.
The Oath of Raven Knight is a rare and unusual tradition, most commonly embraced by paladins who have experienced the horrors of true necromancy or seen horrible death. Sometimes also called black knights or winter knights, these paladins serve as protectors of the sacred order of life. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that poison the land. They adorn themselves with images of death and winter – skulls, ravens, or similar symbols of their patron gods.
Tenets of the Raven Knight
The tenets of the Oath of the Raven 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 who defile this natural order by performing 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, and one day die in peace.
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, do not fear it. Accept it, and you will find a place in the afterlife.
You Learn the Spare the dying cantrip and you gain oath spells at the paladin levels listed.
|3rd||healing word, Armor of Agathys|
|5th||gentle repose, blindness/deafness|
|9th||speak with dead, feign death|
|13th||blight, ice storm|
|17th||cone of cold, antilife shell|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Freeze the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend and undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. All creatures that succeeds on the saving throw get frightened until the end of their next turn. If the creature fails its saving throw, it is frozen for 1 minute or until it takes damage.
A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally.
Armor of Winter. As a bonus action, you evoke the Raven Queen’s mantle, creating a thick layer of protective ice that covers you and your equipment. You gain resistance to cold and Temporary hit points equal to your Paladin level + Proficiency bonus + Charisma modifier.
In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes cold damage equal to your Paladin level + Proficiency bonus + Charisma.
Armor of Winter lasts for 1 min or until you choose to end it. If you fall unconscious, this effect ends immediately.
Starting at 3rd level, you gain the service of a celestial raven as per the find familiar spell.
You may spend a bonus action to command your raven to distract a creature. Until the beginning of your next turn, an enemy who shares a space with your raven cannot use reactions. If the raven is killed, it will reappear and rejoin you at dawn.
In addition, ravens are strangely attracted to you. Wherever you go, ravens in the area are atracted by your presence and tend to gather nearby.
Raven Queen’s Blessing
Starting at 7th level, you and allies within 10 feet of you have resistance to cold and necrotic damage and cannot be charmed nor possessed by undead creatures. You must be conscious to grant this bonus. This does not affect creatures who are already charmed or possessed.
At 18th level, the range of this aura increases to 30 feet and the aura also provides advantage on saving throws against magic from undead creatures and spells from the necromancy school.
Shelter the Living
Starting at 15th level, when you or a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to make it drop to 1 hit point instead. This ability does not work on undead or constructs and each creature can only be targeted by this ability once per long rest.
A creature that benefits from this ability receives temporary hit points equal to your Paladin level + Charisma modifier that last for 1 min or until expended. After 1 minute the creature suffers a point of exhaustion and loses these temporary hit points.
When you use this ability on yourself, you don’t receive temporary hit points but you instead become invisible and teleport to an empty space you can see within 30ft of you, at the same time that an frozen statue of you appears where you were standing. The invisibility last for 1 min or until you attack or cast a spell. The frozen statue lasts until destroyed of it melts.
Avatar of Death
At 20th level, you can use an action to assume the form of Ravens Queen’s avatar, the Angel of Death. The transformation that lasts for 1 minute and grant your the following benefits:
- Your clothes and equipment become dark almost black, your eye become glowy white and a pair of black wings sprout from your back granting you a fiying speed of 60 feet.
- Your attacks inflict an addition 2d8 necrotic or cold damage (your choise on each attack).
- Your transformation makes all your enemies recognize in you death itself, to a point that they can actually see it. The first time any enemy creature moves withoin 30 feet from you or starts its turn within 30 feet from you, the creature must succeed on a Wisdom saving throw or be frightenedfor 1 minute or until it takes damage. Attack rolls against the frightened creature are made with advantage.
Once you use this feature, you can’t use it again until you finish a long rest.