Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Overbank

A D&D Campaign Setting

The Priests and Mendicant Stevedores of Banikon exist to shepherd the dead to Muericho, but the Paladins of the Overbank take a more active approach to the betterment of the world. In addition to guiding remains to the river, the Overbank are vigilant in their watch over the rivers of the world, preventing undead from terrorizing the populace. Additionally, their Emperor in the afterlife, Banikon, impels them to seek out those who defy his rule.

Tenets

The Overbank Paladins swear these oaths to older members of the order at their indoctrination:

  • Learning through lives. Men are reincarnated to learn a new lesson for paradise. Help others discover theirs.
  • Vigilance on Vai. Don’t allow your watch to slip. Protect the naturally living of the world.
  • Duty to the dead. Those who have completed their task go to receive judgement. Care for them and help them reach it.
  • Obeisance to the Emperor. Banikon claims the souls of the world to judge. It is not for others to decide their time. Those who unnaturally extend their life forgo the lessons he tries to teach.

Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Create or Destroy Water, Tenser’s Floating Disk
5th Gentle Repose, Hold Person
9th Feign Death, Tidal Wave
13th Control Water, Locate Creature
17th Dispel Evil and Good, Hallow

Additionally, replace the Raise Dead spell from the Paladin Spell List with Reincarnate.

Features

Channel Divinity

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

Shepherd the Fallen

Each undead of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw against your spell save DC.

On a failed save, the undead is shepherded for 1 minute or until it takes damage. A shepherded creature is charmed by you, its speed is halved, it cannot move farther away from you, and it cannot take reactions. On its turn it must use its action to Dash to move closer to you, Dodge, or attempt to escape any effect that is restraining or grappling it. Every unattended corpse (non-undead, Small or larger) within 30 feet of you rises as a mindless construct for the same duration, called a Bearer. A Bearer uses the statistics of a skeleton with the following changes:

  • Its creature type is construct instead of undead.
  • It cannot move more than 30 feet away from you.
  • It cannot attack.

On your turn, you can use a bonus action to mentally command any Bearers you created with this use of Channel Divinity. They can take the Dash, Disengage, Dodge, Help, or Use an Object action.

All Bearers collapse, and the shepherded condition ends on all affected creatures, when the duration ends or you fall unconscious.

Promise of Downfall

As a bonus action, you call down Banikon’s judgment on a single foe, using your Channel Divinity. Choose one creature you can see within 10 feet of you. A phantom raincloud swirls above it alone.

  • For 1 minute, you gain advantage on attack rolls against that creature.
  • The effect ends early if the creature drops to 0 hit points or falls unconscious, or if you become incapacitated.

This is treated as a divine mark rather than a physical rainstorm; it functions even indoors, underground, or underwater.

Aura of Preservation

Starting at 7th level, the stillness of a funeral surrounds you.

  • Any corpses within 10 feet of you are treated as under the effects of Gentle Repose.
  • You and friendly creatures within 10 feet of you gain resistance to necrotic damage, and your hit point maximum can’t be reduced while you remain in the aura.
  • A number of times per long rest equal to your Wisdom modifier (minimum of one), you may cast Revivify without expending a spell slot or material components on one friendly creature within the aura. You do not need to know or prepare the Revivify spell to use this feature.

At 18th level, the range of this aura increases to 30 feet.

Command the Dead

Starting at 15th level, you can use divine magic to bring the recently dead under your control. As an action, you can choose one corpse that you can see within your Aura of Repose. Make a Charisma saving throw against the target’s Constitution. If it fails, you can’t use this feature on it again. If it succeeds, it rises as a construct and obeys your commands until you use this feature again, you take a long rest, you fall unconscious, or it completely leaves your Aura of Preservation. Creatures controlled this way cannot cast spells or make any other mental checks as actions.

Forth the Waters

At 20th level, your command of the waters and the passage between life and death is supreme.

Avatar of Muericho

As an action, you can assume the aspect of Banikon for 1 minute. For the duration, you gain:

  • A swim speed equal to twice your walking speed, and you can stand and move across the surface of water as if it were solid ground.
  • Resistance to cold and necrotic damage.
  • When you hit a creature with a melee weapon attack, you can force it to make a Strength saving throw against your spell save DC. On a failed save, you can either knock it prone or push it up to 15 feet in a straight line toward the nearest body of water.
  • At the start of each of your turns, you can choose one creature you can see within 30 feet that is at 0 hit points. That creature automatically succeeds on its next death saving throw before the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

River's Summons

In addition, your mastery of river-magic deepens:

  • You can cast water walk as a ritual. It is always prepared for you and doesn’t count against your number of prepared spells.
  • Whenever you cast control water on at least 10 gallons of water, you can also summon a water elemental (CR 5) into an unoccupied space within the spell’s range. The elemental is friendly to you and your companions for the duration of the spell.
    • Roll initiative for the elemental; it acts on its own turn and obeys your verbal commands (no action required). If you give it no commands, it takes the Dodge action and defends itself.
    • If your concentration on control water is broken, the elemental immediately dissolves back into the water.
    • While a creature is grappled by the water elemental you summoned through this feature, it takes additional magical bludgeoning damage equal to twice your Charisma modifier whenever you hit it with a melee weapon attack.