Paladin
Base Class: Paladin

The Oath of Remembrance binds a paladin in service to the dead and dying. Not bound to any one place or people, the paladins who swear this oath will travel the land in search for souls who are at risk of not passing on, in hope they can help them find resolution. They generally hold the belief that their duty is to help the dead find peace before they are turned, rather than slay them once they have already become undead. For this reason they can often be found on the edge of a battlefield or areas affected by plague, hoping to find those on the edge of life before more nefarious forces do. They often devote themselves in their free time to research and communing with the gods to try find out where tragedy will strike next. This has led to the unfortunate reputation of them as an ill omen, earning them the name of ruin knights or raven knights, for wherever they go tragedy falls soon after.

Paladins who swear this oath tend towards neutral good alignments, as they strive for what is right but are generally not beholden to any nations rules or laws. However, the nomadic nature of these paladins' lifestyle as well as their close proximity to the dead and dying, can cause some of these paladins to become disillusioned with the living, which can sometimes lead to darker alignments.

Tenets of Remembrance

A paladin that takes this oath swears these tenets to the dead.

Respect the Dead. To respect the dead, is to not speak ill of the dead and to respect their wishes in life. It is the duty of an oath of remembrance paladin to make sure that when a soul moves on, those who remain respect their goals and desires so that their legacy is not forgotten or tarnished. It is also important that another does not abuse the legacy of the dead for personal gain.

Respect the Living. An oath of remembrance paladin often travels great distances and comes across many different cultures with various different traditions. It is important to respect these differences in traditions, even if you do not agree with them, even if they seem foolish or barbaric. It is up to the living to choose how they live, your duty is to ensure they pass on after their death, to wherever it is that may be.

Remember the Past. Those who cannot remember the past are condemned to repeat it, and those who think themselves inherently wiser than the fallen are foolish. It is your job to learn from those who have gone before and to make sure those lessons are passed on to the living.

Oath Spells

When you take this oath you gain the guidance cantrip if you do not already know it. You also 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

Channel Divinity

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

Spectral Warrior. You can use your Channel Divinity to tap into your connection with the ethereal plane. As a bonus action, you gain the following features for a number of rounds equal to your charisma modifier;

  • Ethereal Sight. You can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.
  • Incorporeal Movement. 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.
  • Phantom Blade. Your weapon is wreathed in ethereal energies, causing all damage dealt by this weapon to be converted to necrotic or radiant damage (your choice).

Salvation. As an action, you may choose a number of creatures equal to your charisma modifier that you can see within 30 feet of you. If they are charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead, they are no longer charmed, frightened, or possessed by such creatures. Furthermore all chosen creatures gain temporary hit points equal to half of your current missing hit points (rounded down, minimum of 1).

Aura of the Far Plane

Starting at 7th level, while you are conscious you emanate an aura reminiscent of the ethereal plane. Friendly creatures (including yourself) within 10 feet of you are wreathed in a translucent aura. While wrapped in this aura, they do not provoke opportunity attacks for exiting a creatures range, and are unaffected by difficult terrain.

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

Spirit's Refuge

Starting at 15th level, you can use your bonus action to create a refuge that extends into both the prime material and ethereal plane, affecting any number of creatures of your choice (you can not choose yourself) within a 10-foot-radius and 60-foot-tall cylinder that is centered on you (but does not move with you). The refuge lasts for a number of rounds equal to your charisma modifier. Chosen creatures within the refuge have resistance to non-magical bludgeoning, piercing, and slashing damage, as well as necrotic, psychic, and radiant damage. They can also not be charmed, cursed, frightened, or possessed (but this does not remove these conditions).
You may use this ability once per long rest.

Additionally, you may cast etherealness once per long rest.

Emissary of the Dead

At 20th level, you gain the ability to channel the will of the dead. As an action you become an avatar of the fallen, gaining the following benefits for 1 minute:

  • You recover 20 hit points at the start of every turn that you have temporary hit points.
  • You have resistance to all damage.
  • You can't be charmed, cursed, or possessed.

Previous Versions

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