Paladin
Base Class: Paladin

PALADINS   who bear the oath - not to a world, not to a people, but to themselves - to never forget who they are nor leave another to be forgotten are often those who you’d call the kind souls, the souls of mercy. Paladins of the Forgotten Oath are those who would often be found helping those who are down on their luck, those who are left to the wayside - those who have been cast in shadows large enough to dig graves. Those of the Forgotten Oath know what it’s like to be alone, and never, ever, want another person to feel that pain.

Tenets of the Forgotten

No Man Left Behind.  People in this world deserve a fighting chance to survive, and so help you are you going to give them that chance. At the end of the day, you know what it’s like, to watch the world shatter.

Graves and Gunsmoke.  The graves of the unjustly fallen are dug shallow, but that doesn’t mean no fires will be burned in their memory. If that means being the smoke signal in the night, so be it.

History Will Not Repeat.  You have seen wars fought, rallies held, and hearts broken over the same old things. Again, and again. You will not see it happen this time, not while you’re prepared.

A Better World.  You fight for a world that is better than this, kinder than this; a world that believes in hope and trust and love. You are no idealist, you know it won’t be easy. But just because it’s hard doesn’t mean you shouldn’t try.

Expanded Spell List

3rd

Chaos Bolt, Wrathful Smite

5th

See Invisibility, Shadow Blade

9th

Intellect Fortress, Vampiric Touch

13th

Shadow of Moil, Banishment

17th

Hallow, Legend Lore

Be Their Shield

When you take this Oath at level 3, you may switch out your normal fighting style for the Interception fighting style. Additionally, your Divine Smites can be added to your armor once per minute, lasting three rounds, dealing retribution damage of 1d8 radiant per hit dealt to you; however, during this time, you cannot use your Divine Smite.

Channel Divinity

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

Rest Easy. You can expend one use of your channel divinity to exude an aura of courage and hope in a 15ft radius for one minute, causing all those within the radius to be immune to fear.

A Voice of the Lost. You can expend one use of your channel divinity to set down a mystical rally banner with the crest of either your family, or the faction you represent, or even the crest you associate with your traveling party, causing all those with less than half health to gain temporary health of Your Level times 3.

What the Mind Forgets

At 7th level, you gain access to the spell Speak with Dead, but instead of asking them 5 questions with vague and potentially misleading answers, you’re granted 3 questions with direct, truthful answers, insofar that they remember as “truth”.

The Heart Remembers

Starting at 15th level, your journeys across the lands have granted you the ability to speak with and grant yourself and your allies more ability within the populace of nearly all settlements, towns, and cities (save the few that may purposefully ignore the world). You are allowed to either take Expertise in Persuasion, or gain permanent advantage on Persuasion.

Song for the Forgotten

When you hit 20th level, your ability to tap into the forces beyond this realm and connect the past with the present, tying it inextricably to the bright future you see for the world you envision has granted you the power to temporarily do incredible things, with the aid of both the forgotten and the remembered. Once per short or long rest, you are allowed to summon a Memory Spirit of an ally you have made - the catch is that the alliance must be mutual.

The Memory Spirit has the same stats as the original person, but half the health and a minus two to their armor class. They also will not have any skill or spell you do not recall them having, so be sure to get to know those you want to keep close.

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