Oath of the Raven Knight

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.

Oath Spells

You Learn the Spare the dying cantrip and you gain oath spells at the paladin levels listed.

Paladin Level Spells
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

Channel Divinity

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.

Raven Harrier

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.

Oath of the Spellguard

Oath of the Spellguard

The Spellguard paladins have been protected magic, and magic users throughout the ages. However, those who choose to use their abilities for harm are dealt justice in the swiftest of ways. These paladins were born with magic, rather than deities bestowing it upon them. For this reason, they wish all to embrace this wonderful world …

Tenets of a Spellguard

Equality. Magic is for everyone regardless of race, gender, etc.

Humility. Magic can be wonderful if properly used. It can restore and even take life. We must respect our power.

Open mind. While many paladins believe certain magic practices are profane. We try to uphold our tenant of Equality, and judge only those on their intention of the magic. Ex., to harm others.

Oath Spells

You gain oath spells at the paladin levels listed.


Paladin Level Spells
3rd Compelled Duel, Identify
5th Nystul’s Magic Aura, Warding Bond
9th Sleet Storm, Dispel Magic
13th Elemental Bane, Mordenkainen’s Private Sanctum
17th Wall of Force, Circle of Power

Channel Divinity

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

Arcane Revitalization. Your blessed ability now has another use. As an an action, when you use your Channel Divinity, you must touch an ally and expend points from your Lay on Hands pool. You may restore expended spell slots equivalent to 10 points per spell level to a maximum of 50. E.g. 20 points will restore a 2nd level or two 1st level spells.

Restorative Pulse. When you Channel your divinity, you release an aura of restoration. For one minute, you may use your action to heal all allies equal to half your level in a 10 ft. radius from you. At 18th level this aura extends to 30 feet.

Aura of the Mages

At 7th level, spells cast within the aura become stronger and deadlier to your enemies.

Helpful Hitting . Whenever you or an allies spell deals damage within the aura, all 1s become to 2s.

Absorption. Whenever an you or an ally are affected by a damaging spell. You may use your reaction to lessen the blow, and treat each die rolled as one number lower (minimum of 1). (Ex., 5s become 4s, 2s become 1s, etc.) You may use this ability 3 times, and you regain the expended uses after a long rest

At 18th, level the Aura extends to 30ft.

Bountiful Knowledge

At 15th level, you become proficient with the Arcana skill. If you’re already proficient, you may double your proficiency bonus. In addition, whenever you roll an Arcana check and roll lower than a ten you may treat the roll as a 10.

Mage’s Champion

At 20th level, you become the pinnical mediator of magic. You have resistance to spell damage. In addition, whenever a spell is cast withing 5 ft. of you, you may use your reaction and make a melee attack against the enemy caster. On a hit you may spend 25 points from your Lay on Hands pool. Doing so severs the connection with that spell and the caster must complete a Long Rest in order to be able to cast it again.

Oath of the Arcane Protector

Oath of the Arcane Protector

In lands where the Arcane Arts are a forbidden, or oppressed way of thinking, Paladins of the Arcane arise to en sure fairness and equality. They will do what it takes to free oppressed arcane users from their bonds, and teach people the good in the arcane.

Tenets of the Arcane Protector

Fight the Oppression. I am bound to seek justice for those oppressed for their beliefs in the ways of the arcane.

Learn the Arcane. I constantly seek to better your understanding of Arcana.

Harmony in Magic. I will do everything I can to ensure Divine and Arcane practices coexist.

Oath Spells

You gain oath spells at the paladin levels listed.


Paladin Level Spells
3rd Detect Magic, Shield
5th Warding Bond, See Invisibility
9th Counterspell, Protection from Energy
13th Guardian of Faith, Staggering Smite
17th Wall of Force, Contact Other Plane

Channel Divinity

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

Protection. With your deep under standing of divine and arcane magic, you are able to provide an aura of protection to your allies against both arcane and divine magic.
Any allies within 20ft of you gain resistance to all magical effects for 1 minute reducing all magical damage by half, and granting advantage to all saving throws.

Mark of Retribution. You mark a single target, within 20ft of you, with your Divine Symbol. Your marked target becomes vulnerable to any magic used on it from you. If you deliver the killing blow on this target, you can use your bonus action to transfer the mark to an enemy within 20ft of you.

Blessing of the Divine

Starting at 7th level, when an ally within 30ft of you drops to 0 hit points, you can instead choose to take the damage yourself. If the damage taken from this drops you to 0 hit points, you instead take half damage.

You cannot use this ability again until you complete a long rest.

Blessing of the Arcane

Starting at 15th level, with your frequent use of the arcane, you learn 2 cantrips from the Wizard or Socerer spell list. In addition, the paladin can choose an additional level 1 spell from that same list. You can only cast this spell at its lowest level.

Once you cast it, you mus t complete a long rest before casting again.

Arcane Angel

At 20th level, you turn into a being of Divine and Arcane energy.

As you stay in this form, for up to 1 hour, the effects granted s lowly fade away as your mortal body is not able to sustain the power granted to you.

  • Immunity to magic (lasts 10 minutes, or 3 absorbed effects, whichever comes first)
  • Whenever you cast a paladin spell that has a casting time of 1 action , you can cast it using a bonus action instead . (lasts 20 minutes)
  • You add your charisma score to all damaging spells and attacks (lasts 30 minute)
  • You sprout wings and are granted a fly speed of 60ft. (lasts 1 hour)

You must complete a long rest before using this feature again.

Oath of Knowledge

Oath of Knowledge

The Oath of Knowledge is a sacrosanct writ passed on from generation to generation of scholar. Occasionally, organizations of those scholars band together to form powerful warriors who would avoid such powerful magical knowledge falling into the wrong hands. Their armor and weapons are covered with radiant symbols connecting themselves to arcane leylines or gods of knowledge, and whilst their prowess on the battlefield is strong, their tactical insight is often the reason for their resilient strength.

Tenets of Knowledge

The tenets of the Oath of Knowledge are ancient, created and tested by the most erudite minds of the realm. Those who follow them dedicate themselves to the pursuit of, learning of, and protection of all knowledge.

Search for Knowledge. Society as one knows it is only preserved through the gathering of knowledge – the more one is able to learn, the more one is able to use that knowledge to protect the weak.

Be of Open Mind. To be ignorant is to deny oneself of other perspectives. Too many scholars exclude others due to believing themselves superior. Do not allow this to happen for you – the study of arcane secrets is second to empathy.

Guard Against Ignorance. Do not give those who would seek to destroy knowledge any ground. Even the most terrible secrets have their place – albeit a limited one – and the only reason a person might deign to burn a book is because they fear what is in it. A loss of knowledge is a loss to the greater society as a whole.

Enlighten the World. Do not covet your knowledge in secret or mistake your mission for knowledge as a mission for power. Whilst your scholarship may equip you with great strength, it also strengthens us all. Use your knowledge for good, and use it to equip others with the ability to pay that favor forward.

Oath Spells

You gain oath spells at the paladin levels listed.


Paladin Level Spells
3rd Identify, Detect Magic
5th Augury, See Invisibility
9th Dispel Magic, Blink
13th Otiluke’s Resilient Sphere, Locate Creature
17th Awaken, Legend Lore

Channel Divinity

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

See Truth. You can use your Channel Divinity to find screts surrounding an creature. As an action, you may designate a creature within 60ft of you. The creature must make a Wisdom saving throw against your spell save DC. On a failure, you know ONE of the following things about the creature (player choice);

  • One of the creature’s resistances, if any.
  • One of the creature’s immunities, if any.
  • One of the creature’s vulnerabilities, if any.
  • The rough effect of one of the creature’s abilities, such as “This creature as the ability to turn those who look upon it into stone.”
  • A secret about the creature (DM chooses), such as: “Lord Pengrath keeps a secret group of warriors disguised as ordinary peasants close by.” or “Maldrath has an innate fear of the darkness.” This secret should be of some significance (DM discretion), but it is not guaranteed that the secret will be particularly useful to the player’s circumstances.

If the creature succeeds on the saving throw, they understand the effects of Find Secrets and may become hostile to you.

Aura of Clarity

Beginning at 7th level, you exude an aura of erudite knowledge which inspires those around you to keep a sound mind. You and any friendly creatures within 10ft of you have advantage on Wisdom and Intelligence Saving Throws.

In addition, you and any friendly creatures within 10ft of you have advantage on Intelligence (Investigation) checks made to see through illusory effects, such as those caused by the Minor Illusion spell.

Unwavering Mind

Starting at 15th level, you may choose to succeed on any Wisdom or Intelligence saving throw that you fail. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all spent uses of this feature on a long rest.

Additionally, you gain proficiency in any two of these skills; Arcana, History, Investigation, Nature, Religion.

If you are already proficient in any of these skills, you may choose to gain expertise in them instead.

Avatar of Knowledge

Starting at 20th level, you are able to become a beacon of knowledge, blistering out across a sea of ignorance. You may use your action to gain the following benefits for 1 minute;

  • Once per turn, a hostile creature whom you directly speak towards on your turn must succeed on a Wisdom Saving throw or take 20 points of psychic damage. They have disadvantage on this saving throw if you know them by their name, and speak it whilst making use of this feature.
  • You cannot be charmed, frightened, paralyzed or stunned.
  • Any creature with an intelligence of less than 6 may not move within 10ft of you.
  • You are effected by the conditions of the True Seeing spell for the duration.

Once you use this feature, you may not make use of it again until you finish a long rest.