Base Class: Paladin
Paladins of the oath of spirits swear an oath to the spirit world, their ancestors, or some other clade of spiritual beings.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Spirits Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Spirits Spells
| Paladin Level | Spells |
|---|---|
| 3rd | absorb elements, unseen servant |
| 5th | calm emotions, spiritual weapon |
| 9th | clairvoyance, speak with dead |
| 13th | arcane eye, faithful hound |
| 17th | hallow, passwall |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Summon Spirit. You can use your Channel Divinity to bring forth the essence of a helpful spirit. As an action, you present your holy symbol and conjure this spirit within an unoccupied space you can see within 30ft of yourself. The spirit can take the form of either an acolyte, a noble, or a scout. You choose the creature’s form when you summon it. The creature is a celestial in addition to its other types and it is friendly to you and your allies. It lasts for 1 hour or until it is reduced to 0hp. In combat, it follows your verbal commands and its turn comes immediately after yours. The DM determines how it behaves outside of combat, but the spirit does do its best to aid you and your companions.
Spirit Ward. You can use your Channel Divinity to protect the victims of violence. Immediately after an attacker within 30 feet of you hits with a weapon or spell attack roll you can use your reaction to give the target of that attack a bonus to its AC equal to your Charisma modifier, potentially turning a hit into a miss. That creature also gains temporary hit points equal to your Charisma modifier and is under the effects of the sanctuary spell until the start of its next turn. The spell uses your Spell Save DC when applied in this way.
Aura of Spirits
Starting at 7th level, a swirl of spirits surrounds you, holding your enemies at bay and protecting you from harm. Hostile creatures treat the area within 10ft of you as difficult terrain. In addition, whenever a creature within your aura deals damage to you or another friendly creature, you may reduce the damage by an amount equal to your Charisma modifier. A creature cannot benefit from this damage reduction more than once per turn.
At 18th level, the range of this aura increases to 30 feet.
Vengeful Spirit
Starting at 15th level, your connection to the spirits bolster the strength of your attacks when you are at your weakest in battle. Your weapon attacks deal an additional amount of damage of their damage type equal to your Charisma modifier if you start your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Spirit Form
At 20th level, you become an avatar of the spirits. As an action, you can assume your spirit form which gives you three benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You, and creatures of your choice within your Aura of Protection can move through solid objects and the space of other creatures as if they were difficult terrain. If you or another creature using this ability ends their turn inside an object or the space of another creature, you or that creature takes 2d10 force damage and is shunted to the nearest available unoccupied space.
- Whenever you move through the space of another creature, you can force that creature to make a Wisdom Saving Throw against your Paladin Spell Save DC. On a failed save, that creature is paralyzed as if under the effects of the hold person or hold monster spell. You may only affect a creature this way once per turn.
The benefits of this form last for 1 hour or until you are knocked unconscious. You may use this feature only once per long rest.
Comments