Base Class: Paladin
The Oath of the Soul Shepherd calls to paladins who are haunted by wayward spirits. These gifts of Kelemvor, The Raven Queen or similar deities often manifest at a young age and only those who have the courage of heart and wisdom of mind can overcome this affliction. These spiritual visionaries are driven by a sense justice, courage and will.
Paladins who take this oath are driven to set these spirits on their path through the Shadowfell, help them accept their fates, and right any wrongs which would be keeping them from passing on to the other side. If a spirit is too corrupt, or beyond help, it is an Oath of the Soul Shepherd Paladin's duty to abolish that spirit.
These paladins share the following tenets:
- Lead wandering souls along their rightful path.
- Right the injustices that tether the dead.
- Judge those who would corrupt the cycle of death.
Level 3: Oath of the Soul Shepherd 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 | Comprehend Languages, Bane |
| 5 | Spiritual Weapon, Zone of Truth |
| 9 | Spirit Guardians, Speak With Dead |
| 13 | Clairvoyance, Death Ward |
| 17 | Commune, Legend Lore |
Level 3: Whispers of the Restless
As a Magic action, you can expend one use of your Channel Divinity by presenting your holy symbol and calling upon lingering spirits to reveal what they have witnessed. For the next 10 minutes:
- You have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks within 30 feet of you.
- As part of this action, you may ask one question, which the spirits answer truthfully to the best of their knowledge. The answer may be brief, symbolic, or incomplete.
Guidance of the Path
As a Bonus Action, you can expend one use of your Channel Divinity to call upon guiding spirits to steady your allies in battle.
For 1 minute, a spectral presence surrounds you in a 10-foot radius. You choose any number of creatures in the area to be affected (including yourself). Only those creatures gain the following benefits:
- They gain a bonus to attack rolls equal to your Charisma modifier (minimum +1).
- Once on each of your turns, when an affected creature hits with an attack or deals damage with a spell, you can cause it to deal additional Force damage equal to your proficiency bonus.
The effect ends early if you are Incapacitated.
Level 7: Aura of Wrathly Protection
Protective spirits gather within your Aura of Protection, dulling the touch of death.
You and your allies have Resistance to Necrotic damage while within your Aura of Protection.
Level 15: Brotherhood of the Path
You can call upon a soul that has walked the path before you to aid in your duty. You can cast Summon Celestial without expending a spell slot or Material components. When you cast the spell in this way:
- The summoned spirit appears as a psychopomp, ancestral guide, or warden of the dead, rather than a typical celestial.
- It deals Radiant or Necrotic damage (your choice when you summon it).
- While the summoned spirit is within your Aura of Protection, it gains Temporary Hit Points at the start of each of its turns equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 20: Guided Blade
You can fully open yourself to the guidance of the departed, allowing their will to flow through you and your allies.
As a Bonus Action, you enter this state for 1 minute. While it lasts:
- Once on each of your turns, when you hit with a melee weapon attack, you can treat the hit as a Critical Hit.
- You have Advantage on attack rolls against Undead and Fiends.
- When you or a creature of your choice within your Aura of Protection hits with an attack, that creature can deal extra Radiant or Necrotic damage (your choice) equal to your Charisma modifier.
(This can occur only once per turn.) - When a creature of your choice within your Aura of Protection misses with an attack, you can use your Reaction to guide the strike, allowing it to reroll the attack roll.
This effect ends early if you are Incapacitated. Once you use this feature, you can’t use it again until you finish a Long Rest.
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