Paladin
Base Class: Paladin

Taking up the Oath of The Soul Shepherd represents a paladin's dedication to the duties put forth by their chosen god of the dead (Or grave). Make no mistake, they do not take to the fields of combat to reap souls before their time. They are the comforting hand in the dark for souls who have lost their way.  They are not generally worried for morality when it comes to their duty, merely helping the soul move on according to the rites and rules put forth by their god. The duties usually offered up to these paladins involve freeing souls from corruption of various sources, whether that be being twisted into malevolent wraiths or trapped and left to fester with the confines of an undead body. Though this may not be a task solely taken up by these paladins, they usually chosen by their god specifically. The exceptional focus on souls is thought to blind them but do not be deceived, they do not hesitate to reap souls early if they stand in the way of their duty.

This oath is not often taken up due to its great demand of devotion and as such, the gods chosen are not easily let go from what some see as the shackles of their duty. Many are driven to extended lives and often stumble into being an undead themselves, but one who is burdened with holy purpose and not taking the usual aversion to the divine. It's at this point that some take to carving their bones to further demonstrate their devotion and keep themselves busy with all the extra time they are given. (This part is mainly for flavor or roleplay purposes)

(This subclass is flavored to be lawful and either good or neutral, embodied in the strict adherence to their god's rules and methods. It is also made to be paired with a selection of a god with a portfolio including death or grave while also not being evil.)

Channel Divinity

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

Sanctified Weapon As and action, you call upon a rite of your god to empower a weapon you are wielding, granting it the addition of your charisma modifier to attack rolls made with the weapon to a minimum of +1 and made magical if not already. In addition, your weapon is even deadlier against the various forms of undead, taking a +1 to damage rolls against these enemies.

Rite of Readying You chant one of your god's rites to force the souls of the undead around you to feel your willingness to grant it release. Undead within 30 feet of you must make a wisdom save or be drawn for 1 minute or until damaged. 

Drawn undead may only use their turn to approach you and can't take reactions. If under an effect that prevents movement then they may use their turn to escape said effect if possible. If moving toward you is impossible, they will get as close as they can and end their turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Soul Shepherd

Paladin Level Spells

3rd

false life

5th

lesser restoration, see invisibility

9th

spirit guardians

13th

death ward, faithful hound

17th

reincarnate

Oathbind Spirits

Instead of a second oath spell at the following levels, the connection with your god allows you to call upon a passing spirit to do different sorts of tasks for you.

Grants you the following spells as oath spells, without requiring material components, but only castable as rituals.

Paladin Level Spells

3rd

unseen servant

9th

phantom steed

17th

telepathic bond

Soul Force

The damage type for divine smite and, later, improved divine smite is changed from radiant to force.

Aura of Awakening

At 7th level, you constantly project a 15 foot aura that allows the trapped souls of undead within it to stir, so long as you are conscious. When the undead receive physical damage (Slashing/piercing/bludgeoning) the souls inside surge, dealing an additional 1d6 force damage.  

at level 15, the size of the aura increases to 30 feet and the damage increases to 1d8.

Duty Unimpeded

At 10th level, allows your channel divinity options and aura of awakening to affect humanoids in addition to undead but with a bit less power.

Sanctified Weapon Effects humanoids the same as undead.

Rite of Readying Only effects humanoids within 15 feet.

Aura of Awakening The damage on hit is halved (Roll the same dice as if they were undead and half the result, rounding to the nearest whole number) and only works on hostile humanoids.

Soul Sense

At 15th level, you constantly project an aura that reveals lesser undead within 30 feet of you, regardless of line of sight or cover, unless a magical means is used to conceal them. If the magical effect is dispelled, they will again be revealed to you as normal.

Once per day, you can draw friendly spirits to empower you, pulsing the aura wider, marking lesser undead for 2 turns in a 60 foot radius around you. Also, during the pulse, greater undead are revealed in the original 30 foot radius. The pulse follows the same rules for exemption as above.

(I could designate a split in challenge rating here for the distinction between lesser and greater but for balance, ultimately, it should be something you discuss with your dm.)

Unrelenting Soul Surge

At 20th level, as an action, you can designate an undead target for the wrath of your god and cause its soul to rage against the cage it's been forced into. The target is marked for 1 minute and takes 2d10 force damage on activation of this ability.

As a bonus action, until the end of the ability, you can reactivate the mark to make the soul surge again for 2d8 force damage once per turn.

Due to the power of your god endowed upon the soul of your target, they also have disadvantage on all attack rolls made against you

 

Comments

Posts Quoted:
Reply
Clear All Quotes