Paladin
Base Class: Paladin

Paladins who take this oath have a close relationship with death and the dead. Often, they are people who have lost people very dear to them. Paladins of Remembrance usually dedicate themselves to the preservation of the past, and to the protection of holy sites, such as graveyards. However, some of these paladins see it as their sacred duty to set out and find those souls who are trapped on the Material Plane as ghosts and shades to try and bring them peace and lay them to rest.

Tenets of Remembrance

  • Mourn. Honor those that have come before.
  • Remember. Do not forget the dead that have given their lives.
  • Be At Peace. Some spirits are stuck, and need to remember the peace they once knew.

Oath Spells

You gain Oath spells at the Paladin levels listed in the Oath of Remembrance Spells table. See the Sacred Oath class feature for how Oath spells work.

Oath of Remembrance Spells

Paladin Level Spells
3rd Identify, Unseen Servant
5th Blur, Misty Step
9th Speak with Dead, Spirit Guardians
13th Arcane Eye, Dimension Door
17th Hallow, Contact Other Plane

 

Channel Divinity

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

Summon Spirit. As a bonus action, you can brandish your holy symbol and call a spirit to aid you in battle. The spirit appears in an unoccupied space within 30 ft. of you. While the spirit persists, you can use your bonus action (including as part of the bonus action you use to summon it) to have it make a melee spell attack using your spell attack bonus. On a hit, the spirit deals 3d6 radiant or necrotic damage (your choice). The spirit disappears after 1 minute.

Ghostly Step. As an action, you can teleport up to 60 ft. to an unoccupied space you can see. When you do, you can choose to also bring one willing creature with you that is within 5 ft. of you prior to teleporting.

Aura of Spirits

At 7th level, you can call upon spirits to pull you or your allies partially into the Ethereal Plane to protect them from harm.

As a reaction whenever a creature within 15 ft. of you takes bludgeoning, piercing, or slashing damage, you can choose to give that creature resistance to those damage types until the beginning of your next turn.

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

Ethereal Soul

At 15th level, your communion with spirits has helped you meld with their kind, if only for a moment.

You can cast the Etherealness spell once without expending a spell slot or requiring material components. Once you cast this spell, you cannot cast it again until you finish a long rest.

Avatar of The Fallen

At 20th level, you can become a spirit yourself.

As an action, you can enter an incorporeal state. You gain the following benefits for 1 minute:

  • Your attacks deal an additional 2d8 necrotic damage.
  • You have resistance to all damage.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Once you take on this form, you cannot do so again until you finish a long rest, unless you expend a 5th level spell slot to do so before then.

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