Oath of the Valkyries
The Oath of the Valkyries is one that shares its birth with the rise of necromancy. Referred to as Reapers to those who refuse their mortality, paladins that swear upon this oath accept their limited time within the world and wish to uphold the inevitability of death. They vow emnity against the beings who bestow themselves corrupted immortality, their fervor for the destruction of undead the strongest compared to other oaths. Those who aid these paladins in their struggles rarely die in battle, blessed to die instead when they are needed on the other side.
Tenets of the Valkyrie
A Paladin of the oath of the Valkyrie is sworn to uphold these tenets.
- Life is Finite. Life in this realm is meant to be limited. Stop mortals who seek immortality, and destroy those who have gained it through corrupt ways.
- Overcome Battle. You are bound to die of natural causes, not by shed blood. Ensure your allies die the same.
- Live to the Fullest. You have little time in this realm, and so you must live each day to the fullest. Do not regret what you have or have not done, but instead look forward to what you can still do.
- Respect the Ancients. Treat the elderly and the dead with upmost respect. They have managed to experience all that there is in the brief time that is life.
Hunt Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Compelled Duel, Zephyr Strike |
| 5th | Gentle Repose, Wither and Bloom |
| 9th | Revivify, Speak with Dead |
| 13th | Find Greater Steed, Locate Creature |
| 17th | Dream, Raise Dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Guardian's Bond. As a bonus action, you use your channel divinity to guard the life of another. You touch a friendly creature within range. For the next minute, you can spend your bonus action on each of your turns to teleport to an unoccupied space within 5 feet of them.
- Undying Aid. Your time to die is not now. Whenever you would be brought to 0 hit points, you can drop to 1 hit point instead. Until the end of your next turn, you cannot be brought to 0 hit points. On your next turn, you are incapacitated.
Aura of Death
Beginning at 7th level, you give off an aura of doom to your enemies. Whenever a hostile creature within 10 feet of you rolls a saving throw, they subtract half your Charisma modifier (rounded up) to the roll.
At 18th level, the range of this aura increases to 30 feet.
Call to Action
At 15th level, you are an expert in resurrecting warriors so that they may die another day. You don’t need material components to cast a spell on creatures to restore them to life (but not undeath). If you didn’t need material components without this feature, you instead don’t expend a spell slot when restoring that creature to life.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Overseer of the Fallen
At 20th level, you can assume the form of a emissary of death. Using your action, you undergo a transformation. For the next hour, you gain the following benefits.
- Wings sprout from your back, granting you a flying speed of 60 feet.
- You gain a special reaction which you can use twice per round. Whenever you see a friendly creature within 60 feet of you fall to 0 hit points but not die outright, you can spend this reaction to make them fall to 1 hit point instead. You can use this reaction only once per round on the same creature.
- Whenever a creature within 60 feet of you dies, they immediately gain the benefits of Gentle Repose.
Once you use this feature, you can't use it again until you finish a long rest.

