Paladin
Base Class: Paladin

Designed by Ryan Miller


The Oath of Exploration calls to those who seek to chart the uncharted. Sometimes called voyagers, travelers, and pioneers, these paladins set sail on a mission for hope, knowledge and peace, driven to record and discover new worlds.

Oath Spells

Oath of Exploration Spells see below for two new spells given by the oath.

Paladin Level Spells
3rd: expeditious retreat, kickstart GTG
5th: enhance ability, find steed
9th: guide GTG, haste
13th: find greater steed XGE, freedom of movement
17th: find vehicle GTG, legend lore

 

KICKSTART 

1st-level evocation 

CASTING TIME: 1 action 

RANGE: Touch 

COMPONENTS: V, S 

DURATION: 10 minutes 

CLASSES: Wizard 

You touch a willing creature and energize it. The  next time the target rolls initiative, it can add  1d8 to its initiative roll and can’t suffer disad vantage on ability checks, attack rolls and saving  throws until the start of its second turn. 

FIND VEHICLE 

5th-level conjuration 

CASTING TIME: 10 minutes 

RANGE: 30 feet 

COMPONENTS: V, S 

DURATION: Instantaneous 

CLASSES: Wizard 

You summon a spirit that assumes the form of  an unassuming vehicle. Appearing in an unoccupied space within range, the vehicle takes on a  form that you choose: an astral skiff, a keelboat,  or a longship. Your DM may allow an alternative  vehicle form, but it should be no more powerful  than those described above. The vehicle has  chosen form’s statistics.  

You are always considered proficient with  your vehicle, and your proficiency bonus is  doubled to any ability check you make to pilot  it. While piloting the vehicle, you can make any  spell you cast that targets only you also target  the vehicle. 

When the vehicle is reduced to 0 hit points,  it disappears, leaving behind no physical form.  You can also dismiss the vehicle at any time  as an action, causing it to disappear. If you  cast this spell while you already have another  vehicle from this spell, the first one immediately disappears. 

Channel Divinity

NEW HORIZONS. As an action, you can use your Channel Divinity to bond with the area within 1 mile of you, gaining knowledge of one significant fact about that area. The DM chooses the fact; knowledge of the terrain, any notable landmarks, animal and plant life, or safe access to food and water would be appropriate.

WITHOUT HALT. As a bonus action, you can use your Channel Divinity to strive forward. For the next 10 minutes, your speed is doubled, you have advantage on saving throws against being paralyzed, restrained, or stunned, and you can ignore the effects of exhaustion.

Aura of Swiftness

Your movement and the movement of friendly creatures within 10 feet of you doesn’t provoke opportunity attacks. In addition, you and friendly creatures within 10 feet of you have advantage on Dexterity saving throws.

Undaunted Traveler

You can’t be moved, knocked prone, or teleported against your will.

Prevailing Pilgrim

You are a master of the unknown. As a bonus action, you gain the following benefits for 1 minute:

• You automatically succeed on saving throws to escape mazes, and you can’t become lost.

• You take two turns in each round of combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.

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.

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