Deliverers have typically had first-hand experience of the supernatural control exerted by the unquiet dead. Some have run in uncontrollable terror while their allies died, others have been possessed by apparitions or succumbed to a blood sucker’s hypnotic charms and committed unspeakable acts. Whatever the cause, Deliverers remember those moments with a deep shame and regret, and actively seek out opportunities to confront and destroy the undead—particularly those who dominate the will of others.
¶ Tenets of the Deliverer
All Deliverers hold similar tenets, regardless of the deity they serve.
- Any Means Necessary. The only shame comes from leaving the unquiet dead to roam; their destruction is paramount.
- Destroy the Dominator. Where you find or hear rumor of an undead force controlling people you must strive to destroy it or aid those who can.
- Never Forget. Remember the past and hold f irm against the intrusions of the undead.
- Peace for the Victims. Where a living creature has been subjected to the control or influence of the undead, you must aid them with healing and forgiveness.
Add the negation and radiant schools of magic to your list of herald spells.
At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.
Break the Bonds. When a friendly creature you can see fails a saving throw against an effect that would alter its behavior (such as becoming charmed, confused, or frightened) or that would allow another creature to dictate its actions (such as the command spell or possession), you can spend your reaction to allow it to immediately reroll the saving throw with an expertise die.
Infused with Life. You can use a bonus action and your Channel Divinity to empower yourself. For the next minute, you gain an expertise die to Constitution saving throws and your melee attacks count as magical for the purposes of overcoming damage resistances or immunities. If a target is undead, your attacks also deal additional radiant damage equal to your proficiency modifier.
Also at 3rd level, you gain an expertise die on all saving throws to resist becoming charmed, f ixated, or frightened by the undead.
Beginning at 7th level, you gain a third aura that is active alongside your Sacred Aura and has the same range. Choose one of the following options.
Aura of Retribution. If a creature you can see with the undead type uses a spell, feature, or other effect that would charm, fixate, frighten, or stun a creature in your aura, it takes 2d8 radiant damage. Additionally, undead treat your aura as difficult terrain.
Aura of the Reinforced Mind. After initiative is rolled, when an ally first enters your aura or starts its turn inside it, it can make a new saving throw against effects that have charmed, fixated, or frightened it. Once a creature has succeeded on such a saving throw while in your aura, it can’t benefit from this effect until it has finished a long rest.
Starting at 15th level you are able to allay the worst effects of an encounter with the undead. You can expend 15 hit points from your Lay on Hands pool to remove one of the following that was caused by undead with a CR less than your own:
This feature can affect constructs. If the condition was caused by an undead with a CR equal to your higher than your own, you can instead suppress the effect for a number of hours equal to your Charisma modifier. Time spent suppressed counts towards an effect’s duration. You can also expend 30 hit points from your Lay on Hands pool to remove such effects that were inflicted by other creature types, with the same CR restriction.
Additionally, whenever you use your Divine Sense, you also know the location of any creature within 30 feet of you that is under an effect that would alter its behavior (such as becoming charmed, confused, or frightened) or that would allow another creature to dictate its actions (such as the command spell or possession). If you detect such a creature, you automatically learn the nature of that effect. If the creature that created that effect is within the area, you learn its location as well.
At 20th level you have become deeply infused with life energy.
You gain a d6 expertise die on all saving throws for effects caused by the undead (this stacks with Reinforced Mind, increasing the die to a d8) and you are permanently under the effect of a gentle repose spell that cannot be dispelled except by wish or similar magic cast with a 9th-level spell slot.
You can also call on divine energy to create a vortex of positive energy around you with a 30 foot radius. For 1 minute, your AC increases by 2. Additionally, when a hostile creature hits you with a melee attack, first enters the vortex on a turn, or begins its turn there, it takes 3d8 radiant damage. This damage increases to 5d8 if the creature is undead.