Base Class: Paladin
The Oath of the Horizon attracts paladins with insatiable wanderlust and flexible morality. Viewing each experience as an opportunity for learning and growth, these paladins are equally likely to be found running with orc raiders as they are defending merchant caravans. As a result, they tend to be less welcome in civilized society than other orders.
Often called vagrant knights, paladins who swear the Oath of the Horizon form a loose cohort that serve gods of travel and knowledge. The most prominent of these is The Traveler, a chaotic neutral god of knowledge and trickery.
While other orders of paladins might view trickery as unbecoming, those who serve The Traveler know that sometimes a little trick is required to push the comfortable out the door; and travel, these knights believe, is the best way to broaden minds and open hearts.
Tenets of the Horizon
Abandon Certainty. Keep an open mind. Cultural practices vary wildly throughout the world and there is wisdom to be gained from each.
Embrace discomfort. Travel is often uncomfortable, both physically and emotionally, but that discomfort is necessary for growth and should be embraced whenever possible.
Travel and learn. Literally broaden your horizons.
Nudge. Sometimes folk need a little nudge out the door before they can start following their feet.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to your current movement speed to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Hard Truths. You can use your Channel Divinity to speak painful truths about any culture you have visited or heard about. As an action, you present your holy symbol, and each member of that culture within 30 feet of you that can hear you must make a Wisdom saving throw. This saving throw is based on your spell save DC and is modified by your familiarity with the culture in question. On a failed save, the creature is turned for 1 minute or until it takes damage.
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KNOWLEDGE |
SAVE MODIFIER |
|---|---|
| Secondhand (you have heard of or read about the culture) | +5 |
| Firsthand (you have visited) | 0 |
| Familiar (you know the culture well) | -5 |
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Horizon Spells
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Paladin Level |
Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Displacement
Beginning at 7th level, reflexes honed by years on the road combined with your divine grasp of illusion magic allow you to mimic the natural defenses of a Displacer Beast. Any attack against you or friendly creatures within 10ft. of you have disadvantage. If you, or a friendly creature, gets hit by an attack this trait is disrupted for the target of the attack until your next turn.
At 18th level, the range of this aura increases to 30 feet.
Dying Double
Starting at 15th level, once per long rest when you would be reduced to 0 hit points you may choose to switch places with your illusory double. If you do so, you take no damage from the attack but the illusion is destroyed and cannot be re-summoned until you complete a long rest.
Wind Fury
At 20th level, you can channel The Traveler's power directly.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Your movement speed is increased by 10ft. and you may take a dash action with your bonus action.
- Your aura of displacement is not disrupted when you take damage.
- Whenever you have advantage on an attack role, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.
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