Paladin
Base Class: Paladin

Spiritwalkers are paladins who uphold the balance between the lands of the dead and living. Most spiritwalkers end up as guardians of the tribal communities they grew up in. A spiritwalker functions as a shaman of sorts, honoring their tribes totem creatures, and as intermediaries between ancestral spirits and the material plane. Occasionally, a spiritwalker will feel the need to journey, embarking on adventures to renew their inner strength.

Channel Divinity

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

Restless Spirit Slayer. You can use your Channel Divinity to perform a special ritual passed down by your ancestors to fortify your weapons against harmful spirits. As a bonus action, you grant yourself advantage on weapon attack rolls against fiends and undead for the next minute.

Journey with the Dead. You can use your Channel Divinity to journey into the spirit realm. As a bonus action to become ethereal for a number of rounds equal to your paladin level. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. You have fly speed equal to your walking speed and can move through solid objects, though they count as difficult terrain when you do so. You may end this effect whenever you choose on your turn, no action required. If this effect end while you are inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Spiritwalker Spells
Paladin Level Spells

3rd

animal friendship, guiding bolt

5th

misty step, moonbeam

9th

protection from energyspirit guardians

13th

dimension door, guardian of faith

17th

commune, dream

War Dance

Starting at 7th level, you can perform your tribes traditional war dance to fortify your allies against even the most fearsome blows. When a creature other than you within 10 feet takes damage, you can use your reaction to grant them resistance to the damage.

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

Mass Exodus

Beginning at 15th level, your mastery of the spirit realm extends to other creatures. When you Channel Divinity to Journey with the Dead, the effect extends to up to 6 other creatures you can see with 60 feet of you.

Ancestral Champion

At 20th level, you can assume traits from your tribal ancestors and sacred totems. For example, your hide might thicken like a rhinoceros or your body may become shrouded in a spectral mist.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain temporary hit points equal to twice your paladin level.
  • You have resistance to necrotic and radiant damage.
  • You have advantage on saving throws against spells and abilities used by fiends and undead.
  • You are immune to the charmed and frightened conditions.

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

Previous Versions

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5/28/2019 11:42:02 PM
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