Paladin
Base Class: Paladin

You left home quite some time ago, either willingly or not, and now you are on your way back, doing everything in your power to restore what you once lost and maybe find a new family along the way. Maybe you are a war veteran, exiled when the evil forces took over. Maybe you were kidnapped at a young age and your home is nowhere, but yet everywhere. Maybe you were ripped from your home dimension and are now stuck in this new world. Whatever happened to you, you are determined to go back to reclaim your home, but might start to realise that your real home are the friends you made along the way.

Perseverance. The road is long and arduous. You must shoulder the hardships along the way with the knowledge that the the end goal and good you do along the way makes it all worth it. You inspire others to endure for the better path that lies ahead.

Belonging. Everything has a place in the world. You strife to return people and creatures to their community, relics to their rightful owners or place of worship and the dead to their final resting place. Where you belong is something that can change though and sometimes it is better to let people stay in the homes and families they made for themselves.

Freedom. Everyone should have the right to journey and have a say in what happens to their own home turf. You must free the people of the lands from tyranny and oppression.

Solidarity. You know what it is like to be without a home. On the road you must share whatever food, shelter or aid you can expend to fellow travelers. Their burdens are your own, and you must stand with your brethren against evil and hardships.

Channel Divinity

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

What's Mine is Yours. When you cast a spell with a range of touch or self and touch a willing creature within 5 feet of you, you are both granted the effects of the spell. If the spell requires Concentration, you are the one considered concentrating on the spell. If the effects of either spell are ended for any reason, the effects of both spells end.

Bring them Home. As an action, you present your holy symbol and speak a prayer asking for a safe return, using your Channel Divinity. Choose a number of allies equal to your charisma modifier within 60 feet of you that can see or hear you. They can use their reaction to move their full movement speed towards you without provoking attacks of opportunity. If the ally has a movement speed of 0, because they are grappled or otherwise restrained, they can instead use their reaction to attempt a skill check or saving throw to free themselves.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Homeward Bound Spells
Paladin Level Spells

3rd

expeditious retreat, sanctuary

5th

misty step, warding bond

9th

beacon of hope, haste

13th

banishment, freedom of movement

17th

passwall (or steelwind strike if you own the PHB), wall of stone

Relentless Aura

You inspire those around you to keep going. Starting at 7th level, while you not incapacitated, creatures of your choice within 10 feet of you cannot be restrained or have their movement reduced by magic, difficult terrain or exhaustion. The creature can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Sharing is Caring

Beginning at 15th level, you can share in peoples burdens and blessings. As a bonus action you can touch a willing creature under the effect of a spell of 5th level or lower or a similar effect like a boon, curse, poison, disease or psychic effect, as long as it has a single source and a set duration over 1 minute. You are now also under the same effect, but the remaining duration is halved for you both. In case the effect is harmful, you both have advantage on saving throws to end the effect and resistance to any damage received from it. For creatures under your What's Mine is Yours feature, you only need to be able to see them to take this bonus action.

You can only share in one effect at a time. You can use this feature once and must finish a long rest before you can use it again, unless you expend a use of your cleansing touch to gain two uses of this feature (any uses remaining beyond one are lost on a long rest).

Pillar of the Community

At 20th level, as an action, you become the corner stone for your allies. As an action, you can magically rally creatures of your choice around you, gaining the following benefits for 1 minute:

  • You have advantage on attack rolls when an ally is within 5 feet of the target. Your allies get advantage if you are within 5 feet of the target.
  • For each ally within 10 feet of you, you and your allies (within 10 feet) gain a +1 to attack rolls and armor class.
  • Each time you expend a spell slot for a divine smite, you and allies within 10 feet of you gain temporary hit points equal to 2d8 + your Charisma modifier.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2022 4:27:20 PM
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