Paladin
Base Class: Paladin

Paladins of the Oath of Remembrance are undertakers, spirit mediums, historians and archeologists. They devote themselves to remembering and honoring the dead. They commune with the spirits of the dead, and preserve the legacy of those that have passed. They are keepers of secrets and guardians of tombs. A paladin might swear an Oath of Remembrance to honor the death of a friend, a recent tragedy, or a significant event. 

Tenets of Remembrance

Though the tenets of the Oath of Remembrance are set in general terms, most paladins who swear by them often find more personal and specific meaning in their instructions.

Honor the Dead. It is your duty to pay homage and respect to those who have gone before, no matter who they were in life. 

Preserve the Living. Each person has their day, no sooner, and no later. Anything done to change that is an aberration to your Oath. Just as you celebrate and treasure the lives of those who have departed, so should you celebrate and treasure the lives of those yet to depart.

Remember the Past. To keep, maintain and seek out historical records is to defend oneself against the future. The lives of people long dead can still impact our actions today. We cannot (and should not) undo the past, but we can and should still learn from it. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Remembrance Spells

Channel Divinity

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

Preventive Intervention. You can use your Channel Divinity to prevent an untimely demise. When a creature you can see within 60 feet of you takes any amount of damage from an attack, spell or effect that would reduce its hit points to 0, you can use your reaction to prevent all the damage dealt to the creature by that attack, spell or effect.

Spirit Consult. You consult the spirits of the dead for knowledge and advice. When you roll an ability or skill check using Intelligence, Wisdom or Charisma, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you roll the check, but before the DM says whether you succeed or fail.

Aura of Preservation

 Beginning at 7th level, you and friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier at the start of your turn.

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

Ghostly Medium

Beginning at 15th level, your spiritual connection with the ghosts of the past constantly guides your actions. You are always under the effects of the bless and guidance spells.

Spectral Champion

At 20th level, you are able to temporarily develop ghostly abilities. As a bonus action, you undergo a spectral transformation, and gain the following benefits for 1 minute:

  • You gain resistance to all damage except force and psychic damage.
  • You gain immunity to the grappled, prone, restrained, paralyzed, petrified and poisoned conditions, as well as the effects of exhaustion.
  • For the duration, you can cast the etherealness spell as a bonus action without expending a spell slot. The spell ends at the end of your turn or as a free action. Creatures not on the Ethereal Plane perceive you as a ghostly version of yourself.

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

Comments

Posts Quoted:
Reply
Clear All Quotes