Paladin
Base Class: Paladin

Source: Chronicles of Eberron by Keith Baker

Paladins who are called to follow in the footsteps of a great hero take the Oath of Veneration. The Tairnadal are the most common culture in Eberron to keep these ideals, taking up arms in hopes of emulating the patron ancestor assigned to them by the Keepers of the Past. However, this path isn't limited to the elves. A goblinoid warrior might choose to emulate ancient Dhakaani heroes, or a human of the Five Nations might consider themself the inheritor of Karrn the Conqueror’s will.

Tenets of Veneration

The tenets of the Oath of Veneration challenge a paladin to uphold the legend of a treasured ancestor.

Respect the Past. The deeds and legends of our ancient ancestors are our greatest treasure.

Emulate Your Patron. Keep your patron ancestor’s stories alive by reliving their victories.

Fight for Your Future. Resist the tyranny your ancestors devoted their lives to defeating.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Veneration Spells

Paladin Level Spells
3rd Ancestor Spell (1st level)
5th find steed, enhance ability, Ancestor Spell (2nd Level)
9th Ancestor Spell (3rd Spell)
13th find greater steed, Ancestor Spell (4th Level)
17th Ancestor Spell (5th Level)
Artificer

Add spells from the Artificer spell list

Bard

Add spells from the Bard spell list

Cleric

Add spells from the Cleric spell list

Druid

Add spells from the Artificer spell list

Sorcerer

Add spells from the Sorcerer spell list

Warlock

Add spells from the Cleric spell list

Wizard

Add spells from the Wizard spell list

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Ancestral Recall. As a bonus action, you can use your Channel Divinity to call to mind a great deed of your ancestor. Choose one skill and choose one tool or language that your ancestor was skilled in during their life. For the next 10 minutes, you are proficient in any chosen skill or tool, and your proficiency bonus is doubled for each ability check you make using a chosen proficiency. If you choose a language, you can speak, read, and write that language for the duration.

Ancestral Companion. You call on the spirit of one of your ancestor’s most treasured allies, manifesting the spirit as a loyal mount or imbuing an ally with its favor. You cast either enhance ability or find steed as an action without expending a spell slot. When you reach 15th level in this class, you add find greater steed to the list of spells you can cast in this manner.

Aura of the Paragon

You emanate an aura that evokes the storied history of your patron ancestor, filling you and your companions with hope and drive. When you use your Divine Smite, friendly creatures within 10 feet of you can use their reaction to gain your ancestor’s favor until the end of their next turn. Creatures with your ancestor’s favor deal an extra 1d4 radiant damage the next time they hit with an attack.
When you reach 18th level in this class, the range of this aura increases to 30 feet.

Exemplar Companion

While a creature is affected by your enhance ability spell, or while you control a creature that you summoned, animated, or created with magic, that creature becomes an exemplar companion. Your Aura of the Paragon extends to the area around each exemplar companion as if you were in that creature’s space.
Additionally, when an exemplar companion gains your ancestor’s favor, the extra damage it deals increases by 1d4 for each spell level higher than 1st that you expended with your Divine Smite.

Perfect Avatar

As a bonus action, you reach your spiritual apotheosis and embody your patron ancestor’s spirit completely. You and your Exemplar Companion creatures gain the following benefits for 1 minute:

  • You have advantage on all ability checks.
  • When you take the Attack action on your turn, you can do one of the following as part of that action: take the Dash, Help, or Use an Object action, or attempt to shove a creature, grapple a creature, or escape a grapple.
  • When you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2023 12:05:02 AM
25
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Coming Soon

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