Paladin
Base Class: Paladin

Paladins are warriors and protectors of their realm. They have a connection to divine powers that allow them to fulfill theirs Oaths to their patrons, but sometimes, this Oath is made to a powerful soul with unbreakable resolve. This soul attaches itself to the Paladin, only making itself known when they believe the individual is strong enough to handle this union. This wandering soul could have unfinished business with the material world, or maybe a strong sense of vengeance that prevents it from moving on to the astral plane. Whatever the reason, it seeks the aid of a mortal being, sharing it's connection with the Ethereal to bolster the Paladin, seeking a mutual drive that drives both entities to their respective goals.

As a Paladin Oath of the Dual Soul, your ethereal companion acts as backup in your fight. They can be an extra blade on the battlefield, a sentinel to protect you and your allies from oncoming attacks, even going as far as being able to possess your enemies, turning the tide of battle.

TENETS OF THE DUAL SOUL

Not every union of two souls in this way follow same paths, but above all else, they do follow these tenets.

Harmony. Whether inwards or towards your allies, the collective remains strong. Many hands are stronger than one.

Courage. Even in the darkest of days, the strength to push forward must never falter.

Be Mindful. Sharing your consciousness with another allows you internal council that no one else has. A wealth of insight lies within you.

Channel Divinity

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

Dual Soul Projection. You can use an action to project your secondary soul in an unoccupied space you can see within 30 feet of you. This soul is a magical, translucent, gray image of your secondary soul that lasts until it is destroyed, until you dismiss it as a bonus action, or until you’re incapacitated. When the Oath is taken, you choose the damage type that the secondary soul makes whenever it makes it's weapon attack.

This soul has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the soul to move up to 30 feet in any direction (no action required). The secondary soul cannot move beyond 60 feet of the physical body.

This channel divinity has these features:

  • On the turn that Dual Soul Projection is cast, as a bonus action, you can attack with the secondary soul.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the secondary soul’s space. You make this choice for each attack. The damage is equal to 2d8+CHA modifier, and Divine Smite can be cast along with this attack.
  • When a creature that you can see within 5 feet of your soul moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
  • The secondary soul can take any possible attacks the Paladin has available, either on the attack action or an opportunity attack. With the energy required to attack, the secondary soul can only take any of the Paladin's unused attacks. If the Paladin uses all available attacks and their reaction opportunity attack, the secondary soul must wait until the next turn when those attack become available. 

Dual Soul Protection. As a reaction, when a creature targets you or an ally within 15 feet, you project your secondary soul from yourself as protection. Roll a d20 to determine whether the attack instead targets the secondary soul. The attacking creature targets the secondary soul if you roll an 11 or higher.

The secondary soul's AC equals 14 + your proficiency bonus. If an attack hits secondary soul, the soul disappears and returns to the physical body. The secondary soul returns to your physical body if it not hit at the start of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dual Soul Spells
Paladin Level Spells

3rd

healing word, guiding bolt

5th

augury, spiritual weapon

9th

clairvoyance, bestow curse

13th

guardian of faith, death ward

17th

legend lore, hallow

Wandering Soul

Beginning at 7th level, you are able to project you secondary soul outwards from your body on this plane. The material body you leave behind is considered blind and deaf, as your consciousness is perceived through the secondary soul. The secondary soul is considered a medium undead creature.

It resembles your secondary soul's physical form, it has an AC of 14 + your proficiency bonus, 1 hit point, and is immune to all condition effects.  Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The projection lasts 8 hours or when you use your action to dismiss it. When the projection ends, the secondary soul returns to its physical body, and it awakens. When you reach 18th level in this class, the duration of the projection instead lasts 24 hours.

Once on each of your turns as a bonus action, you can mentally command the secondary soul to move up to 30 feet (max range of 60 feet) and interact with an object. This form can also see up to 60 feet into the Ethereal Plane when it's on the Material Plane. and vice versa.

As with a ghostly figure, this form can pass through other creatures and objects as if they were difficult terrain. If it ends its movement inside an object or creature, the secondary soul dissipates and returns back to the physical body.

Possession

Starting at 15th level, you Wandering Soul secondary soul can also be used to possess another humanoid. One humanoid that the soul can see within 5 feet of it must succeed on a Charisma saving throw against your Spell Save DC or be possessed by the secondary soul; the secondary soul then disappears, and the target is incapacitated and loses control of its body. The soul now controls the body but doesn't deprive the target of awareness. The soul can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunities. It otherwise uses the possessed target's statistics, class features, and proficiencies, but doesn't gain access to the target's knowledge.

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or the soul is turned or forced out by an effect like the [Tooltip Not Found] spell. When the possession ends, the soul returns to your physical body. The target is immune to this soul's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Risen Champion

At 20th level, you have achieved harmony with your secondary soul, that it allows you the potential to fight another day when you fall in battle. As long as you didn't die of old age, after 24 hours of your death, one of the souls is ejected from the body, and you restored to a living state similar to the true resurrection spell. During the process, you decide which soul leaves the body, and which one stays, retaining the alignments and personalities of the remain soul.

 Upon awakening, you have lived out your Oath, and must choose a new Paladin Oath.

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