Base Class: Paladin
Tenets of the Lost
The Oath of the Lost is a personal and sorrowful creed, driven by the paladin's desire to restore balance to the world. Its tenets are often carved into old relics or whispered in forgotten prayers:
- Seek Redemption: Though the gods are silent, their light is not fully extinguished. Strive to redeem the lost and honor their memory through righteous action.
- Wander Alone: The path of the Lost is one of isolation. You must carry the burden of the silence alone, never depending on others to restore what is broken.
- Guard the Forgotten: Protect the relics, memories, and sacred places that were once holy, and never let the truth of the gods’ existence be forgotten.
- Purge the Blight: The undead are a mockery of life and the divine order. Destroy the unholy and cleanse the world of their corruption.
Oath of the Lost Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Sanctuary |
| 5 | Lesser Restoration, Hold Person |
| 9 | Revivify, Spirit Guardians |
| 13 | Death Ward, Guardian of Faith |
| 17 | Commune, Call Lightning |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Divine Echoes:
As an action, you can call upon the faint, lingering presence of the gods to empower your next action. When you use this feature, your weapon shimmers with a fading divine light. You gain advantage on your next attack roll, and if the attack hits, it deals additional radiant damage equal to half your paladin level (rounded up). However, after the attack, you must make a Constitution saving throw (DC equal to 10 or half the damage dealt, whichever is higher). On a failed save, you suffer one level of exhaustion.
Spectral Guardian:
As an action, you can summon the ghostly image of a an Angel, a celestial protector, to guard you or an ally within 30 feet. The Angel manifests as a shimmering, translucent figure that hovers near the target. For the next minute, the target gains +2 to their AC, and when an enemy attacks the target, they take radiant damage equal to your Charisma modifier (minimum 1). The Angel vanishes if the target takes more than 20 damage in a single attack.
Aura of Forgotten Valour
Starting at 7th level, your presence inspires courage and resilience in those who still hold on to hope. You and friendly creatures within 10 feet of you gain resistance to necrotic damage. Additionally, when a creature within your aura makes a death saving throw, they can roll with advantage.
At 18th level, the range of this aura increases to 30 feet.
Shattered Divinity
At 15th level, the remnants of divine power cling to your soul, even though the gods have long abandoned this world. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When this happens, a burst of radiant light erupts from you in a 10-foot radius. Each hostile creature within that radius must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature takes 3d8 radiant damage and is blinded until the end of your next turn. On a successful save, the creature takes half damage and is not blinded.
You can use this feature once per long rest.
Final Redemption
At 20th level, you can offer your life to restore the balance of light and darkness. As an action, you can unleash the full remnants of divine energy within you in a powerful, sacrificial burst.
You emit a wave of radiant energy in a 30-foot radius. All undead within the area must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, the undead are destroyed instantly if they have a CR equal to or lower than half your paladin level. Those who survive or succeed on the save take 6d10 radiant damage and are stunned until the end of your next turn.
Additionally, all friendly creatures within the radius are healed for 4d10 hit points, and if they are suffering from a condition (such as frightened, paralyzed, or poisoned), it is removed.
After using Final Redemption, you drop to 0 hit points and fall unconscious, though you do not fail death saving throws. You can only be revived by healing magic or by succeeding on three death saving throws. Once you use this feature, you must finish a long rest before you can use it again.
Previous Versions
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