Base Class: Paladin
To take the Oath of the Spirit's Vessel, a Paladin joins his spirit with a deceased soul of a powerful entity. An ancient hero, a powerful wizard, or another Holy warrior such as themselves. As the two souls spend more time inhabiting the same body, they eventually begin to bleed through to each other and merge into a singular being.
Upon joining with the new soul, a Spirit's Vessel Paladin gains several special abilities pertaining to the dead and spirits.
Tenets of the Spirit Vessel
The Dead don't Rest: Unlike many paladins, you believe that Life and Death are no more sacred than the other, and that Necromantic magic is no worse than any other school.
Never Falter, Never Give Up: Even in death you can continue doing your sacred work, so never let danger or fear hinder your path.
The body is only a tool of the Spirit: You exist as a vessel for a spirit, whether yours or another's, to perform great, sacred works, even in death.
Mortal Laws mean little: What is right isn't necessarily what is lawful, or vice-versa. Leastwise on the cosmic scale. The spirit's wisdom can help one spot the difference.
Oath Spells
3rd-level Oath of the Spirit's Vessel feature
You gain oath spells at the paladin levels listed in the Oath of the Spirit's Vessel Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Spirit's Vessel Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Channel Divinity
3rd-level Oath of the Spirit's Vessel feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Spirit Mantle. As a bonus action, you can use your Channel Divinity to Protect yourself from harm. For the next 10 minutes, you have advantage on Wisdom (Perception) and Wisdom (Insight) checks; your AC is increased by an amount equal to your proficiency bonus; and you gain Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical weapons.
Ghostly Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Ghostly Mobility
7th- and 18th-level Oath of the Spirit's Vessel feature
The spirit within you enhances you with supernatural speed, allowing you to race across a battlefield. Your walking speed increases by 10 feet. In addition, climbing and crossing difficult terrain no longer costs any extra movement.
When you reach 18th level in this class, you gain a flying speed equal to your walking speed.
Spiritual Guidance
15th-level Oath of the Spirit's Vessel feature.
The spirit within you grants you and your allies a guiding boon, allowing you to see through deception and understand your enemies. For a duration of 30 minutes, you and up to 6 creatures of your choice that you can see all gain the Truesight ability, as well as the ability to understand any spoken or written language.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Perfect Synchronicity
20th-level Oath of the Spirit's Vessel feature
You and your bonded spirit have been together for so long that your souls harmonize in perfect unison. As a bonus action, you gain the following benefits for 10 minutes:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- You gain the ability to travel to and from the Etherial Plane as a bonus action on each of your turns.
- You become immune to all non-magical damage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Comments