Base Class: Paladin
The Oath of Rememberance is rarely one taken with a vague ideal or concept in mind. Rather, a paladin of this oath has sworn to bear the memory of a specific person, god, event, or other idea worth remembering. From this day until their last, they pay regular thought and prayer in rememberance of the subject of their oath. Sometimes this draws them onto quests to help others remember, either in the present or to secure the future of the memory after the paladin's death. This can take the shape of clearing out an ancient temple to restore faith in a long-dead god, or tracking down the families of fallen soldiers, or simply trying to uncover lost information about an event so that historians can gather a more complete story of what lead to the event. Typically, the subject of the oath has some kind of physical representation on the paladin's body or is otherwise always carried. Tattoos, brand marks, old letters, batallion colours will all assist in the paladin's oath.
The tenants of this oath as written here are, more than in most cases, guidlines, as specific wording of these tenants depends entirely on the subject of the oath.
Lest We Forget. They say that he who fails to learn from History is doomed to repeat it. You should always strive to correct the mistakes of the past and prevent others making them again.
We Shall Remember. No one truly dies until their name is said for the last time. You must never let those whom you have sworn to bear die their true death.
Be Worth Remembering. There are two types of history: Fables and Infamies. You must strive to be a Fable.
Learn From Your Past to Better Your Future. Mistakes will always be made, but the mark of a great person is someone who can take a mistake and turn it into a lesson.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Remember the Fallen. As an action, you can attempt to incapacitate a creature with sadness, using your Channel Divinity. Choose one creature with an Intelligence score of 5 or greater. That creature must make a Wisdom saving throw. If the creature fails its saving throw, it is stunned for 1 minute or until it takes damage.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. Undead, constructs, and creatures that do not feel emotion are immune to this effect.
Learn from Experience. As an action, you call upon your memory to recall and recast a spell, using your Channel Divinity. As long as you have a suitable spell slot to expend to cast the spell, and are able to utilise the components of the spell (using your holy symbol as an arcane or druidic focus, if required), you may cast any spell you have witnessed in the past 10 days.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Rememberance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Awareness
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be Blinded or Deafened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
I Will Remember
Beginning at 15th level, you gain resistence to psychic damage. Assitionally, you gain advantage on saving throws against spells and other effects that would: affect your memory, allow someone to read your thoughts, sense your emotions, charm you, frighten you, or otherwise affect your mind.
Protection of the Fallen
At 20th level, as an action, you can emanate an aura of the spirits of those remembered. For 1 minute, spectral figures form a circle around you in a 30-foot radius.
Whenever a friendly creature starts its turn in the radius, the creature receives 5 temporary hit points.
In addition, for the duration, you and other friendly creatures in the radius of the aura have resistance to all damage except piercing, bludgeoning and slashing from magical weapons.
Once you use this feature, you can’t use it again until you finish a long rest.
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