Base Class: Paladin
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Channel Divinity
When you take this oath at 3rd level, you gain two Channel Divinity options:
Heavenly Stealth. As an action, you call upon your oath to guide you and your allies through an area unseen. Choose a number of creatures equal to your Charisma modifier. They gain a bonus to Stealth and Sleight of Hand checks equal to your Charisma modifier.
Holy Shove. As a bonus action, you wield your magic to bring someone into, or out of, harms way. They must make a CON saving throw, or be pushed up to 30 ft. in any lateral direction of your choosing. A creature can choose to fail this saving throw. If a creature is shoved into a wall due to a use of this feature, they take 3d10 force damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Passage 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 |
Aura of Passage
Beginning at 7th level, your oath grants you and allies a ward that protects you from sight by those who wish to harm you.. You and friendly creatures within 10 feet of you cannot be seen while in darkness, even by creatures with nonmagical darkvision. Also, it provides creatures within the aura darkvision out to 60 feet, which can see through your aura and magical darkness. In addition, you may use your bonus action to fill this area with darkness, which cannot be illuminated by nonmagical light. This feature lasts until you dismiss it as a bonus action.
At 18th level, the range of this aura increases to 30 feet.
Cunning Action
Starting at 15th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Defender of All
At 20th level, you can assume the form of an arbiter of justice.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You may make an additional action on your turn, as described by haste.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- You become invisible.
Once you use this feature, you can’t use it again until you finish a long rest.
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