Death
All things end. This is right, this is nature. Death is a part of life, defending others often requires death, and unnaturally extended lives often require ending. Those with a destiny of death are deliverers of finality. There may be a specific person or type of creature they are devoted to ending, or it may be life in general.
Endings. You draw inspiration from the ending of lives, specifically lives of greater import whose ending is felt by others. You gain inspiration whenever you are directly responsible for ending the life of something meaningful, whether it’s that of a particularly powerful monster or a more abstract “life”, such as the practice of a time-honored tradition.
Kill or participate in killing a creature with CR equal to or higher than your class level, end an established organization, stop a long-standing tradition, break something ancient.
Death-Scent. You are intricately familiar with the cycle of life and death and its many interruptions. As a bonus action, you can spend your inspiration to detect the location of either undead creatures or inanimate corpses within 60 feet of yourself. You learn the CR of any undead you detect in this way, as well as two of the following for a single undead (chosen after learning their location and CR): resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. You learn the general cause of death for any corpse you detect with this ability (for example, you know a creature died of poison, but not what kind or how it was administered), its CR in life, and its creature type. You also gain advantage on all Medicine checks to examine a corpse you have detected in this way if you choose to exhume and study it.
You fulfill your destiny of Death when you end a life of pivotal importance to the world.
Participate in the slaying of something immensely powerful or meaningful, such as a monarch, an empire, the last member of a species or culture, an immortal creature, or a god.
Deathly Aura. You are an end-bringer, a frightful harbinger of the inevitable when you want to be. As an action, you can spend your inspiration to emit a deathly aura in a 30 foot radius around yourself that remains for a number of rounds equal to your proficiency bonus. Whenever a creature enters your deathly aura for the first time on their turn or starts their turn there they must make a Wisdom saving throw with a DC equal to 10 + your Constitution bonus + your proficiency bonus. On a failed save, creatures are frightened of you until your deathly aura ends. In addition, all creatures that enter your deathly aura or start their turn there make death saving throws and Constitution saving throws at disadvantage . When you activate this ability, you can choose a number of creatures equal to your proficiency modifier to exclude from this effect.