Oath of the Bleak Seneschal (Homebrew)
Hit Points
Hit Dice: d4 per Oath of the Bleak Seneschal (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
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Overview & Creation
If such a thing as zealous apathy were possible, it would be embodied by the paladins of Jergal. They are passionless and pitiless, working without abounding joy or burning anger. Like their patron deity, these paladins observe all with a grim neutrality.
Tenets of the Bleak Seneschal
Impassive in All. The fires of hate, love, and passion must be doused in your heart. Only a cold heart can weigh the hearts of others or advise them of their path.
A Place for All, A Time for All. Don’t seek to bring death or strive to return the dead to life. Let fate bring you the challenges it will, and the gods resurrect those as they deem fit.
Truth and Guidance in All. Jergal cares not for power or glory for his church. You are a ferryman, seeing the true path and advising others of immutable truths.
Scribe of All Forgotten. The dead, the lost, and the forgotten are your wards in this mortal life. Be a steward to the entombed and a seeker of lost names. The record must be complete.
Level |
Spells |
3rd |
comprehend languages, determine final rest |
5th |
calm emotions, seek final rest |
9th |
Jergal’s mind spike, speak with dead |
13th |
divination, guardian of faith |
17th |
commune, legend lore |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Apathy. As an action, you touch a creature within reach. That creature must make a Charisma saving throw or be charmed by you for 10 minute. The creature doesn’t become friendly towards you; instead, it ceases to care about your presence or your actions, so long as those actions don’t cause it harm. When the effect ends, the creature knows and remembers it was charmed unless it has an Intelligence score of 6 or less.
A Name Remembered. You place your hands on a dead creature, a grave, tombstone, memorial, or similar surface, and concentrate for 1 minute. At the end of this time, the DM tells you the name of the person or group, a fact about its life or who it or the group was, and a detail about its final hours or moment of death.
Mediator
Starting at 7th level, you gain proficiency in the Persuasion skill. In addition, you have advantage on Charisma (Persuasion) checks when you act as an arbitrator between two or more parties without explicitly seeking any form of payment in return, or wherein you or your actions aren’t the matter of discussion.
Divine Intervention
At 15th level, you can call on the attention of a deity— but not your own. As an action, you ask for some form of intervention in the aid, defense, or reproach of another creature you can see within 60 feet of you and roll percentile dice. If the result is lower than your Paladin level, the intervention occurs. You may subtract your proficiency bonus from the roll if you know of a general deity who would have the creature under the purview of its pantheon or know of a deity this specific creature worships. The DM chooses the nature of the intervention: any paladin spell or domain spell under the deity’s divine domain(s) would be appropriate. The intervention might restore a devout worshipper to health, or even harm a creature whose actions would be displeasing to the deity that oversees it. If a deity intervenes at your request, you can’t use this feature again for seven days. Otherwise, you regain its use after you complete a long rest.
Pitiless One
At 20th level, you can use your action to channel the bleak neutrality of Jergal for up to 1 minute; you can end the effect early with a bonus action on your turn. During this time, the area within 20 feet of you is under the effects of an antimagic field (as per the spell). In addition, when a creature makes a weapon attack while within this area, it must succeed on a Wisdom saving throw or lose its Attack action this turn. Once you use this feature, you can’t use it again until you finish a long rest.