Paladin
Base Class: Paladin

The Oath of Delivery is a set of core tenets set by the messenger god for those who wish to serve others, and who wish to provide the freedom of communication throughout the kingdom. These paladins wander the world protecting any couriers in trouble, delivering messages of importance from kingdom to kingdom, and sometimes delivering messages from higher being to higher being if required. When one takes the oath, they are not held to higher standards of honor or justice beyond the protection of mail and messages, but in that area of conduct they will be held to the highest extremes, often risking life and limb to ensure a successful delivery. As an Oath of Delivery, these are the tenets that you must follow:

  • Discretion: You are not allowed to look at, nor attempt to know the contents of whatever you are delivering, unless you are told by the author or recipient of the letter.
  • Security: You are to try and maintain any messages and mail secure from all those who are not meant to receive it, and fight to maintain your deliveries until they reach the destination.
  • Punctuality: You are to be as fast as reasonably possible in the delivery of mail unless instructed otherwise by the sender.
  • Preparedness: Lastly, you are not to do anything while not delivering mail that would prevent you from receiving and setting off to deliver messages, should the duty be sprung upon you.

Level 3: Oath of Delivery Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Delivery Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Catapult, Comprehend Languages
5 Animal Messenger, Locate Object
9 Haste, Sending
13 Freedom of Movement, Locate Creature
17 Rary's Telepathic Bond, Scrying

Level 3: Channel Divinity

Starting at 3rd level, you gain a use of channel divinity. Once per short or long rest, you can use an action to activate one of the two options below:

Fast Delivered Strikes. As an action, you can manifest the power of the messenger god and his swift actions, using your Channel Divinity. For the next minute, if you take the dash or disengage or dodge action on your turn, you can use your bonus action to take an attack action.

You can end this effect on your turn as a part of any other action. If you fall unconscious, this effect ends.

Transport items. As an action, you can use your Channel Divinity and your holy symbol to connect your own bags of equipment with others. For the next hour, all willing creatures within 40ft of you have the ability to grab any object you are carrying that you are willing to let them have as a bonus action, by reaching into their own pockets, bags, etc. (this storage item you are using must be on you). You can also use a bonus action to grab any equipment a creature within 40 ft is willing to lend you from your own pockets, bags, etc. (yet again, this storage item must be on that creature). Any items pulled out of a bag using this bonus action, may also be used as part of that same bonus action.

This ability does not work with items that would not reasonably fit inside whatever storage you are pulling them out of, and does not work with items that are being held. Items transferred from creature to creature in this way, affect the weight they are carrying, and can encumber a creature who may end up carrying more than their maximum weight limit. Any objects magically transported in this way do not return at the end of the effect.

Any creature that starts in this area of effect and moves out of it loses their ability to use this feature, and are unaffected by this effect until they come back into the area. The effect ends if you use any action to dismiss its effects, or if you fall unconscious.

Level 7: Aura of Speed

Starting at 7th level, you and friendly creatures within 10 ft of you receive a +5 ft to their movement speed if they start their turn within 10 ft of you. Additionally, if you or an ally within that range uses the dodge action, all attacks against that creature with disadvantage have -2 applied to the end result, and any dexterity saving throws made by that creature have a +2 added to the end result.

At 18th level, the range of this aura increases to 20 ft

Level 15: Magic of Delivery

Beginning at 15th level, you have the ability to cast certain spells a number of times per long rest. The following is a list of the spells that you can use with this feature, and how often they can be cast:

  • You can cast either Message (without components) or Skywrite once every short or long rest.
  • You can cast either Galder's Speedy Courier twice (casting at level 4) or have a single use of the spell Teleport per long rest.

Level 20: Messenger of Gods

At level 20, you can use an action to embody an aspect of the messenger god for 1 minute. You can choose between:

Voice of the messenger: For the next minute, you can communicate directly to any creature you know the location of within 5 miles of you, without having to share a common language. The creature hears your voice, as if you are right next to them, and anything that they say back to you can be heard by your character in the same manner. These conversations cannot be heard by anyone else, and require no action. However, if you attempt to make any persuasion, deception, or intimidation checks while using this ability, that will require the appropriate action.

Additionally, if you choose, you can gain the benefits of successfully casting the spell Contact Other Plane for that minute, without any casting time.

Speed of the messenger: For the following minute, your base movement speed becomes 45 ft (not accounting for your aura, or any buff to your speed which you may receive) and you cannot fall prone, or have your speed lowered by any spell lower than or equal to 6th level, or by any non-magical means (If this non-magical mean is a chain or similar type of binding, you automatically succeed any save to avoid being restrained or any save to break the restraint). If you end your turn without using all of your movement, you can use a reaction to any ally moving to give them the rest of your unused movement speed.

These effects end after the minute ends, but end early if you dismiss them (no action), or if you become unconscious. After you use this feature, you must wait until you long rest to use this feature again.

 

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