Base Class: Paladin
The Oath of Remembrance calls to haunted warriors, hearty skalds, and spiritually aware acolytes who seek honor and recognition for the fallen souls of the past. Driven to lay lost souls to rest and tell the tales of the dearly departed, paladins who swear this oath stand against those who would deny the proper burial of the deceased and abhor the desecration that is the risen dead, rooting out the tyrannical and corrupt that pervert the laws of death. Such guardians are beloved by the spirits, gaining their assistance in battle and their knowledge through communion. Often called Spirit Knights, these paladins believe in both the natural order of life as well as the celebration of a life lost, commonly making offerings and prayers to entities or deities like the Protector of the Dead or Forgiving Mother that influence natural life, or the Everchild who provides protection from evil in darkness.
TENETS OF REMEMBRANCE
The tenets of the Oath of Remembrance vary by paladin, but all the tenets revolve around easing the passing of souls, past and present. Paladins who uphold these tenets are willing to go to great lengths to ease the suffering of the undead and learn the tales of the lost, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are ambiguous but just.
Honor the Dead. Whomever they were in life, honor them in death.
Celebrate Life Well Lived. I laid them to rest as they have perished, but let us now raise a glass to all that they've accomplished!
Destroy the Risen. The undead know naught but suffering. I am a blade forged to bring them peace.
Heed the Will of the Remnants. My path is new only to me, I will listen to the voice of the spirits.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Remembrance table. See the Sacred Oath class feature for how oath spells work.
Oath of Remembrance Spells
| 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Perfect Medium. When you would be reduced to zero hit points by any means, you can use your Channel Divinity to change your fate. Roll a d20, on a 15 or higher, you return to life with 1 hit point.
Spirits of War. As a bonus action, you resonate with the spiritual remnants that surround you. For 1 minute, when you make an attack roll on your turn against a creature, you can use a bonus action to cause a creature within 30 feet of you to take necrotic damage equal to 1d6 + your Charisma modifier as an ethereal spirit strikes them. Necrotic damage dealt by this feature ignores resistances to necrotic damage.
Aura of Intangibility
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you have advantage against spells and effects which would cause them to be charmed by fey, fiends and undead. In addition, you and any ally that starts its turn within your aura can choose to move through nonmagical terrain as if it were rough terrain. If they end their turn in an occupied space, they are moved into the nearest unoccupied space, taking 1d10 force damage for every 5 feet they are forcibly moved.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Last Will and Testament
At 15th level, the spirits bless those that you aid. Any creature that you heal or buff with a spell or paladin feature (such as Lay on Hands) gains 1d4 to be added to an ability check, saving throw or attack roll. This die lasts for 1 hour and a creature can only benefit from this feature once per short or long rest.
Oracle of Lost Souls
At 20th level, you learn to harness the anima of the departed to embody the bodiless. As an action, you embrace the surrounding spirits, gaining the following benefits for 1 hour:
- You gain a flying speed equal to your walking speed and can hover.
- Empowered vision. You gain truesight with a range of 120 feet.
- Death magic cannot grasp you. You gain immunity to necrotic damage
- When you take damage, you can use your reaction to give yourself resistance to the damage dealt by that attack.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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