Paladin
Base Class: Paladin

The Oath of the Fallen binds paladins to the sacred duty of guiding and ferrying the souls of fallen warriors to their final rest. These warriors are like Angels of death, tasked with ensuring that the dead are not lost to the chaos of the afterlife. They embrace the grim responsibility of the soul's journey, using their powers to protect the honored dead, soothe the souls of warriors, and bring justice to those who dishonor their oath. These angels call for a strong sense of honor, discipline, and reverence for those who have laid down their lives in battle.

Paladins who swear the Oath of the Fallen stand as guardians of the battlefield, sweeping the souls of the fallen from the mortal realm and preventing them from being consumed by dark forces. Whether serving as a divine envoy of a god of war or a protector of the natural order of life and death, these paladins carry the weight of their vows with unwavering resolve.

They wear armor of muted tones, typically dark greys, deep blues, or silvers, with intricate patterns of warlike iconography and faint ethereal symbols woven into the metal, representing their connection to the souls they guide. The armor may have elements that evoke the image of wings—either through engraved feathers, winged pauldrons, or light, ethereal veils that ripple like ghostly wings when they move. Their helmet, if worn, is often designed with a sleek, dignified look, sometimes resembling a stylized visor that depicts the iconography of a falcon or raven, creatures of death and transition.

Various cultures have their own depictions of these knights, often mistaken for death itself by the unknowing. Whether it's warrior women riding pegasi or cloaked figures wielding scythes atop horses pale. The work of one sworn to this solemn oath is never done.

TENETS OF THE FALLEN

A paladin who takes this oath has the tenets of the fallen written in the runes they draw power from.

Respect for the Lost. Those who die are those who were brave enough to live. Honor their bravery, remember their sacrifice. Live too, for the day will come where you join the honored dead.

Kindness in Failure. Not all who live are those ready to struggle. Show warmth toward others even when they fail, life is precious and those you ferry may not die without unresolved wishes.

Runic Tenets. Throughout your journey you will adopt the strength of the ancients. Understand them, and understand how they lived their lives.

Honor in Tradition. There's something to learn from history and something to respect from where you draw power. Adopt the traditions of those close to you, seek understanding and adopt the beliefs from what you call your strength.

Sacred Runes

When you take this oath at 3rd level, you harbor across your body a number of Sacred Runes equal to half your Paladin level. Your pool of Sacred Runes replenishes after a long rest. A number of Sacred Runes equal to your Proficiency bonus may be expended when you use your Divine Smite class feature to add an additional d6 cold damage to the total for each rune expended in this way. You learn two Runic Magics of your choice, from among the choices described below, and each time you gain a level in this class, you can replace one Runic Magic you know with a different one from this feature. When you reach 5th, 9th, 13th, and 17th levels you gain an additional selection.

Rune of Ancient Wisdom (9th level)

Taking this rune binds you to the ideas of Wisdom, Restraint and Insight. You live ever studious of the world around you, always open minded and always doing your best to understand what makes up this life. Passing lessons down to those who listen, accepting the lessons of the dearly departed as they speak to you in their final moments. Those who bear this rune are strong of mind, it's a necessity to avoid being crushed under the weight that comes with clarity.

When this rune is on your persons, your Proficiency bonus is doubled for any checks made with one tool of your choosing. You may change the tool that benefits from this ability at the end of a long rest, and are considered Proficient in this tool. If you do not have it, you gain Darkvision up to a range of 60 feet. Finally, you learn the Enhance Ability spell and always have it prepared. This is considered a Paladin spell.

As a reaction to when you would fail a saving throw against an effect that would leave you charmed or frightened, you may expend 1 Sacred Rune to use this Runic Magic. You pass the saving throw rather than fail, and for the next minute your Aura of Protection class feature gains an additional effect. Hostile creatures within your Aura of Protection class feature have their movement speed reduced by half.

Rune of Blessed Harvest

Taking this rune binds you to the ideas of Compassion, Shelter and Harvest. Those who bear this rune do so with a warmth in their heart for life around them, understanding that their role in life isn't only as a guide after death. Taking in those in need, working as a community to thrive. Yet Harvest is a result of reaping and sowing, so there's a certain level of responsibility those whom accept these tenets bare.

While this rune is on your person, your presence brings life to those around you. When healing or damage reduction is rolled, you treat any roll of 1 as a 2. Creatures you've given the help action gain the Harvest effect until they use a healing spell or ability. A creature under the Harvest effect heals you for half the damage they'd heal normally when they cast a spell or use an ability, so long as you were not their initial target.

As an action, you may invoke this Runic Magic at the cost of 2 Sacred Runes. For the next minute, you may use the Help action as a bonus action, and may cast the Druidcraft cantrip. Alternatively, you may instead weave this Runic Magic over the course of an hour to enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Rune of Divine Restriction (9th level)

Taking this rune binds you to the ideas of Restriction, Chastity and Penance. Bearing this rune means to swear fealty entirely to your cause, to block your mind from worldly attachments and focus entirely on your task as a ferry of the dead, your task as their voice. Those who bear this rune typically don’t ever bear the Rune of the Yearning Rebel, though it’s not impossible to draw wisdom both from freedom and from control.

While this rune is on your person and a hostile creature misses an attack roll against a creature within your aura, it has disadvantage on attack rolls against that target until it lands a successful attack on a different target.

As a reaction to when a creature makes an attack or takes an action, you may expend 1 Sacred Rune to use this Runic Magic. Your target must succeed on a Wisdom saving throw or have their action that triggered this reaction be blocked off until the end of their next turn. The triggering action still goes through as normal. If the attack action triggers this rune, then you may put the restriction on only a single attack.

Rune of Echoing Remembrance

Taking this rune binds you to the ideas of Nostalgia, Remembrance and Memory. Vowing to remember the departed and let them live through you, you serve as a warm reminder that none will be forgotten. Long forgotten history, legends, the words of the lost. All are sacred to you.

When this rune is on your persons, you may cast the Speak with Dead spell at will with the following modification. A body is not required for Speak with Dead, so long as the creature has been within this location during their life. At your DM's discretion, you may experience brief glimpses into the past or the echoing final words of the dead during times where guidance is sought.

As an action, you may expend 4 Sacred Runes to use this Runic Magic. Planting a ghostly sword into the ground, you create around you a tear into the veil between the world of the living and the dead that follows you around. For the next minute, your Aura of the Fallen class features range extends out to 60 feet. At 18th level, the range of this aura increases to 120 feet. Each hostile creature that is not an undead or construct and starts its turn within your aura must succeed on a Charisma saving throw or have its soul exposed for the next minute. A creature with its soul exposed creates an echo within 5 feet of itself that you can target with your attacks and spells. This echo has resistance to all damage and magic resistance. Claiming the soul of a creature with your Aura of the Fallen class feature does not cost your reaction if the creature has its soul exposed. A creature can repeat the saving throw at the end of each of its turns, ending the soul exposing effect on itself on a success.

Rune of Gentle Slumber (13th level)

Taking this rune binds you to the ideas of Peaceful Rest, Death and Solitude. To bear a Rune of Gentle Slumber is to understand those last few moments of consciousness, the peace that washes over all and the gentle embrace that comes to all. Sleep is closest to the idea of death, for both are a lack of consciousness and a lack of company. This rune is one of darker magic, addicting it can be to shut your mind off to the world entirely.

While this rune is on your person, whenever creatures within your aura rest they fall under the effects of the Dream spell. This effect cannot discriminate or be turned off at any time so long as this rune remains on your person. Races that don't sleep may instead experience hallucinations or visions of the rune-bearers mindscape.

As a reaction when you would use your Divine Smite ability, you may expend 2 Sacred Runes to use this Runic Magic. Your Divine Smite does an additional 5d8 slumber damage. Slumber damage does not reduce a creatures hit points on its own, but is added to the total. If your attacks total damage is higher than the creatures remaining hit points then they fall unconscious for the next minute or until a creature uses an action to shake them awake.

Rune of Overwhelming Strength

Taking this rune binds you to the ideas of Strength, Victory and Overwhelming Might. You swear to be a beacon of might to those around you, to serve as an example to the world of what possibilities those around you could be. To show true strength through times of hardship and victory even beyond impossible odds.

While this rune is on your person, you gain a cumulative pool of d4's up to your Proficiency bonus times after succeeding on a contested ability check. These d4's may be expended to add to the result of an ability check and reset after a long rest.

As a bonus action, you may activate this Runic Magic at the cost of 1 Sacred Rune. For the next minute, you may add half your Proficiency Bonus (rounded up) to attack rolls and ability checks made. You also gain advantage on Strength checks and saving throws. Once this minute ends, you gain a stack of exhaustion.

Rune of the Golden Justiciar (9th level)

Taking this rune binds you to the ideas of Justice, Law and Fairness. Serving as an equal judge of all, whether living or dead. You are the voice of the weak, the headsman's axe and a symbol of retribution. Justice is an idea that relies on the simple assumption some wrong has been made, and therefore that you could not prevent this wrong. It's that idea that serves these Paladins that at the end of the day, no one can do everything. Only their best, always.

While this rune is on your persons, creatures that lie within range of your Aura of Protection class feature must make a Deception check against your Paladin DC. On a failed save, the creature takes 1 psychic damage and visibly flinches. Insight checks made against a creature who flinches are made at advantage and you automatically learn their creature type if it is not humanoid.

As an action, you may expend 3 Sacred Runes to use this Runic Magic. All creatures within 30 feet of you are targeted by a dispelling effect (as if you cast Dispel Magic at 3rd level) and must succeed on a Charisma saving throw or all temporary hit points are removed entirely. For the next minute, creatures within 30 feet of you cannot gain temporary hit points.

Rune of the Immortal Son (13th level)

Taking this rune binds you to the ideas of Guidance, Bravery and Life. You swear to stand against danger on the front lines, fighting to preserve life and to cherish such a thing. An unchanging bastion who heralds in a new age once your blade drops to the ground.

While this rune is on your person, you are particularly resistant to instant death effects. If an instant death effect would kill you, you are instead reduced to 1 hit point. Upon failing 3 death saving throws, you explode in one final burst of energy. Creatures within a 60 foot radius centered around yourself must succeed on a Constitution saving throw or take 10d8 cold damage and 10d8 necrotic damage, or half as much on a successful save. These bonuses are only applicable once per long rest.

As a reaction to dropping to 0 hit points, you may expend 4 Sacred Runes to use this Runic Magic. You become immune to the unconscious condition for the next minute, making death saving throws as normal should you take damage.

Rune of the Thundering Protector

Taking this rune binds you to the ideas of Thunder, War, and Protection. You swear upon these tenants to be the thundering wall that guards humanity from what'd violate the sanctity of peace. To live louder than any other, to show unflinching resolve in the face of danger.

While this rune is on your person, you gain advantage on Intimidation checks as your voice booms like thunder. You're considered one size larger for the sake of what you can hold and carry.

As an reaction to when a creature within 30 feet of you is targeted by an attack, you may activate this Runic Magic at the cost of 2 Sacred Runes. You make a thrown weapons attack with the weapon you're currently holding against the attacking creature. On a successful hit, this weapon explodes with thundering force in a 15 foot radius circle before returning to you. Creatures within this Radius must succeed on a Strength saving throw or take twice your weapons base damage die in Thunder Damage and be pushed backward a number of feet equal to your Proficiency bonus times 5. On a successful save, a creature takes half as much damage and isn't moved.

Rune of the Weeping Moon

Taking this rune binds you to the ideas of Mystery, Subversion and Arcana. Swearing not to solve but to uphold mystery, protect old knowledge and understand that some things simply are better left unknown. Paladins who bear this rune are natural enemies to liches and those whom would threaten others with blackmail. Lorekeepers, librarians, sages. This Rune is for those who come to their own understanding on things, and simply smile when they reach their conclusions.

While this rune is on your persons, you learn two Wizard cantrips. These are considered Paladin spells. Additionally you gain proficiency in Arcana checks, and can read all writing if it is written in arcane script.

As a reaction to being targeted by or taking damage from a spell cast by a hostile creature, you may expend 1 Sacred Rune to use this Runic Magic. A magic shield forms around you, absorbing some of the runoff magic in the air to protect you. You gain temporary hit points equal to 5 times the level of the spell cast that triggered this reaction.

Rune of the Wild Hunt

Taking this rune binds you to the ideas of the Wild Hunt. You serve not just as a guide to the departed, but as a torrential force that parades forward taking the lives of those who live past their time. To be the arrow shot, the blade swung, the white hooves upon which the hunt claims another.

While this rune is on your person, your Divine Smite class feature may be used when you make a ranged attack roll against creatures within 120 feet of you. Additionally, you gain advantage on Survival checks made to track creatures you've damaged before. Heavy armor no longer incurs a penalty to Stealth checks.

As a reaction to when a creature you can see starts or ends its turn within 120 feet of you, you may move up to your movement speed toward them. If a creature ends their turn within 5 feet of you, as a reaction you may expend 2 Sacred Runes to mark them with unerring light. The target must then succeed on a Dexterity saving throw or fall under the effects of Faerie Fire until the end of your next turn.

Rune of the Yearning Rebel

Taking this rune binds you to the ideas of Rebellion, Want and Change. You live your life by your own values, ones that you refuse to betray even if others wish to stamp all over that. To live your own life. Paladins whom bear this rune typically lead rather than serve, and oppose tyranny in any form.

While this rune is on your person, you gain access to a special resource equal to your Proficiency Bonus called Want. Want is accumulated when you fail a saving throw against a hostile creatures spell or ability, or when you take an instance of damage equal to or higher than your level. Additionally, you gain advantage on Persuasion checks made to convince a creature to act against orders given to it.

As an action, you may invoke this Runic Magic at the cost of 4 Sacred Runes to expend all stacks of Want. You may then take movement and make one attack against a number of creatures equal to the amount of Want expended. Creatures you hit with this ability who have charmed, paralyzed or frightened a creature must succeed on a Concentration save (as if concentrating on a spell) or the effect is immediately dispelled.

Oath Spells

You gain oath spells at the paladin levels listed.

PALADIN LEVEL SPELLS

3rd

Feather Fall, Find Familiar

5th

Spiritual Weapon, Warding Bond

9th

Phantom Steed, Spirit Guardians

13th

Guardian of Faith, Private Sanctum

17th

Hallow, Legend Lore

Channel Divinity

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

Ferrying Blade: As a bonus action, you can imbue one weapon you are holding with reaping energies, using your Channel Divinity. For 1 minute, the first time you successfully hit a creature on a turn they must succeed on a Charisma saving throw. On a failed save, a creatures death threshold increases by an amount equal to your Proficiency bonus. When a creature starts its turn with its current hit points lower than their death threshold, they must succeed on a Constitution saving throw or fall unconscious until their current hit points exceeds their death threshold

Soul Hurricane: As an action, you present your holy symbol and create a hurricane of souls within a 30 foot radius centered around yourself. Undead of a CR equal to 1/4th your level are immediately pulled into an unoccupied space within 5 feet of you, and if they end their turn within 5 feet of you they must succeed on a Wisdom saving throw or be destroyed.

Aura of The Fallen

Starting at 7th level, you exude an aura of psychopomp magic within 10 feet of you. When a creature reaches 0 hit points within the range of your aura, you may use your reaction to take claim of their soul. When a soul is claimed in this way, the creature dies and can be restored to life only by means of a true resurrection or a wish spell. You then hold onto the creatures soul, and it's considered a Ferried Warrior for the next 8 hours.

As an action, you may replenish a number of Sacred Runes expended by an amount equal to the amount of Ferried Warrior's you have within your possession, and you then lose all counts of Ferried Warrior as the wayward souls leave for the afterlife. Alternatively, while in possession of a Ferried Warrior you may query the soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. A soul may be queried up to five times before it is rendered inert for the next 8 hours.

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

Chosen Champion

Starting at 15th level, the strength at which you rip into your foes is enough to ferry the souls of the departed toward you. When you score a critical hit against a creature and then use your Divine Smite class feature, you replenish a number of Sacred Runes equal to half your proficiency bonus.

You also have resistance to cold or necrotic damage (chosen when you gain this class feature.)

Cold

You have resistance to cold damage.

Necrotic

You have resistance to necrotic damage.

Might of the Runekeeper

At 20th level, you can assume the form of an old arbiter of the afterlife. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  •  Your size increases by one category--from Medium to Large, for example. You also have Advantage on Strength checks and Strength saving throws
  •  When you use a Runic Magic, the cost of Sacred Runes used is reduced by 1 (minimum of 1 Sacred Rune expended.)

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

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