Oath of the Grave

Paladin Sacred Oath

The Oath of the Grave is an ancient order dedicated to protecting the sanctity of the grave. More commonly known as Tombwardens their duties include guarding and tending crypts and graveyards, but also extend to hunting down and slaying the undead. They are often dedicated to lawful or neutral gods of death and the underworld and believe in the sanctity of both life and death.

Tenets of the Grave

Tombwardens are united in their pursuit of the undead and the protection of gravesites and crypts.

Take No Life Before its Time.

Death should not be taken lightly, as ending a life before it's time prevents a fair judgement in the afterlife.

The Dead Should Rest.

Death is a transition to another existence, and the physical forms of the dead should be properly interred and laid to rest.

Undeath is an Abomination.

The undead are a blight and a perversion of the natural order. They must all be eradicated.

Do Not Fear Death.

There is no reason to fear death, as it is simply a transition to a realm appropriate for your true self.

Oath Spells

You gain oath spells at 3rd, 5th, 9th, 13th, and 17th levels.

Paladin LevelSpells
3rdhex, protection from evil and good
5thgentle repose, magic weapon
9thmagic circle, remove curse
13thaura of life, banishment
17thgreater restoration, reincarnate

Channel Divinity

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

Purge Undeath

As an action, you can present your holy symbol and use your Channel Divinity to dispel the necromantic energies that grant life to any undead creatures within 30 feet. This ability can affect a number of hit points equal to five times your Paladin level. Undead creatures in range are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this spell is immediately destroyed. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total to be affected.


As a bonus action, you can imbue your weapon with a dull violet aura. For 1 minute, the weapon deals force damage and you may add your Charisma modifier to damage rolls made with that weapon. If the weapon is not already magical, it becomes magical for the duration. You can end the effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of the Deathless

Starting at 7th level, you have advantage on death saving throws, and and friendly creatures within 10 feet of you have advantage on death saving throws while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Piece the Veil

Starting at 15th level, you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Incorporeal Hunter

Staring at 20th level, you can channel energy from the realm of the dead to hunt the undead using their own abilities. Using a reaction, you gain the following benefits for one minute:

  • You gain resistance against all damage except psychic and force damage. You are immune to cold, necrotic, and poison damage.
  • Your weapon attacks deal an additional 1d8 force damage.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Once you use this feature, you cannot use it again until you finish a long rest.

“This time, skull-head, you stay in the grave.”

- Aecus