Paladin
Base Class: Paladin

The Oath of the Soul Shepherd calls to paladins who are haunted by wayward spirits.  These gifts of Kelemvor, The Raven Queen or similar deities often manifest at a young age and only those who have the courage of heart and wisdom of mind can overcome this affliction.  Paladins who take this oath are driven to set these spirits on their path through the Shadowfell, help them accept their fates and right any wrongs which would be keeping them from passing on to the other side.  If a spirit is too corrupt, or beyond help, it is an Oath of the Soul Shepherd Paladin's duty to destroy said spirit; in particular, the undead are all considered abominations.  These spiritual visionaries are driven by a sense justice, courage and will.  They are bound to their oath by not only their deity but the clerics and paladins of the same faith.  The punishment for breaking their oath is to face stewardment. Any who stray from the path will be hunted and judged (likely killed) by the other members of their order.

Tenets of Soul Shepherds

Pathway for the Soul.  The path is built in life but in death it must be continued. Use heart to guide those who may stray, courage to keep them at peace, and wisdom to know when they are beyond return.

Justice for the Passing.  When atrocities in life obstruct finding the path to death and beyond, keep nature's order. Use one's tongue, wits, and blades to right the wrongs which prevent the natural Soul Passing. Finding the path matters to bring peace to the Soul.

Judgement for the Stray.  The deity of the dead knows the path upon which the Soul Shepherd has been sent, and those who refuse her will are to be judged. The deity's judgement demands punishment for those who do not walk the path..

Servants of the Rested.  Once on the path, the Soul needs to be led. In death, service is not finished. The Soul must be delivered to their destiny. Service beyond death, for both the guided, and the guiding.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Whispers of the Restless. You can use your Channel Divinity to invoke a restless spirit to learn about a secret within 30 feet of you.  Grasping your holy symbol you utter a word to your deity which summons a bound spirit.  You may ask the spirit one question about anything within 30 feet of you (E.g. What is behind the door? or Is their treasure in this room?).  The spirit is compelled to answer truthfully to the best of it's ability.

Guidance of the Path. You can use your Channel Divinity to call upon the spirits of ancient warriors to guide the strikes of you and your compatriots.  Spirits appear within a ten foot radius of you guiding the attacks and spell attacks of anyone you choose in this area.  The spirits are visible only to you and will only help the warriors you choose when they appear.  Anyone within 10 feet of you gains a +3 to any attacks or spell attacks made for one minute while in this area.  

Oath Spells

You gain oath spells at the paladin levels listed. 

Oath of the Rested

Paladin Level Spells

3rd

Comprehend Languages, Bane

5th

Spiritual Weapon, Zone of Truth

9th

Spirit Guardians, Speak With Dead

13th

Clairvoyance, Death Ward

17th

Commune, Legend Lore

Aura of Wraithly Protection

Beginning at 7th level, you have become a beacon for haunted spirits.  These wraiths on feed any necrotic energy centered on your area.  You and any friendly creatures within 10 feet of you have resistance to necrotic damage.

At 18th level, the range of this aura increases to 30 feet.

Brotherhood of the Path

Starting at 15th level you have bonded with those who have guided the rested before you and can ask for their aid.  You can cast Summon Celestial without expending a spell slot. This summons an angel of Kelemvor or similar deity to aid you in battle for 1 minute.  This ability can be used once per long rest.

LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Summoning
 

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

CELESTIAL SPIRIT

Armor Class 16 + 2 (Defender only)

Hit Points 50

Speed 30 ft., fly 40 ft.

STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)

Damage Resistances radiant

Condition Immunities charmedfrightened

Senses darkvision 60 ft., passive Perception 12

Languages Celestial, understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).

Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + 5 radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + 5 radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5.

Guided Blade

At 20th level, you are surrounded by spirits who guide your blade to the weakest points of your enemies.  Undead and fiends are especially vulnerable to such attacks.

For one minute all hits made with a melee weapon are considered a critical hit.

You gain advantage against undead and fiends.

This ability ends if you are incapacitated.  Once you use this feature, you can’t use it again until you finish a long rest.

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