Base Class: Paladin
The oath of Last Rites Paladin embodies the epitome of sacrifice and devotion, unlocked through a noble end while staunchly upholding their sacred tenets. This unique path is revealed to Paladins who meet their demise in a manner true to their oath, signifying an unwavering commitment to their cause even in the face of death. Rathe than replacing their original tenets, Paladins of this oath add a Last Rite, a final vow that enhances and extends their sacred principles beyond mortal constraints
Last Rites
choose one below or make one up yourself
Eternal Warden
Your spirit stand as an unseen, vigilant protector of sacred sites, ideals, or loved ones, manifesting subtly in times of need
Guardian's Legacy
In death, your spirit becomes a sheild for thodse you protected in life, continuously guarding and guiding them.
Light Beyond Death
your demise emanates a lasting divine light, symbolizing hope, purity, and an unending struggle against darkness for future generations
Sacred Beacon
Your final act is to shine eternally as a beacon of hope and faith, illuminating the path for those still fighting in darkness
Soul's Vow
Beyond death, your spirit upholds a new oath to guide, protect and inspire, as long as you case endures
Whisper of the Divine
Your voice transcends death, carrying divine wisdom and guidance to those who champion your cause
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guardian's Intervention: As a reaction to an ally within 30 feet suffering a critical hit, you can teleport within 5 ft. of them and take the hit instead, turning the critical hit into a normal hit.
Martyr's Shield: As an action present your holy symbol to redirect any damage dealt to allies within 30 ft. to yourself until the start of your next turn.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Last Rite 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 |
Divine Shielding
Starting at 7th level. When an ally within 10 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier + your Paladin level. This feature can be used a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Miraculous Intervention
Starting at 15th level. Once per long rest, when an ally within 30 feet drops to 0 hit points, you can intervene. Teleport within 5 ft of them, they drop to 1 hit point instead of 0, and a burst of radiant energy from your arrival deals 2d10 + your paladin level radiant damage to all hostile targets within 10 ft. Additionally, the first time the first time you would fail a death saving throw it instead counts as a success. This feature can not be used again until you complete a long rest.
Last Rite Champion
At 20th level, you can assume the form of an angelic avenger. Using your action, you can begin radiating an aura of celestial power. For 1 minute, you gain the following benefits:
- Allies within 30 feet gain resistance to all damage.
- Enemies have disadvantage on attacks on allied targets within 30 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.
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