Paladin
Base Class: Paladin

The Spirit Guide focuses on working with spirits to achieve their goals and allow them to rest. Spirits can be knowledgeable and powerful, and you are able to call on them for help in both aspects.

Tenets:

Life - The link between the spirit and the physical world should not be taken against the will of the spirit. Those who seek to destroy the spirit link forfeit their own.

Death - Do not fear death, but allow it to come at its due time.

Requiem - Aid unsettled spirits in releasing themselves from their earthly bonds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Spirit Guide Spells

Channel Divinity

Channel Divinity

Spirit Walk

You use your channel divinity to enter the realm of spirits. As an action, you enter the ethereal plane for up to 10 minutes, or you may use a bonus action to end the ability at any time. When the duration ends or you end the ability early, you immediately return to the plane you originated from in the spot you currently occupy, or the nearest unoccupied space.
Moving through the ethereal plane in this way is taxing on your body. Upon returning to your original plane, your movement speed is halved and you can only take the dodge action until your next turn.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Ancient Knowledge

You use your channel divinity to call upon the knowledge of ancient spirits. Choose one skill. For 1 hour you have proficiency in that skill, or expertise if you already were proficient. The effect can only be active for 1 skill at a time.

 

Aura of Etherealness

Beginning at 7th level, Swirling shadows of the ethereal plane envelope the area around you, absorbing damage. While you are conscious, whenever you or friendly creatures within 10 ft of you take damage, that damage is reduced by your charisma modifier (minimum 1).

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

Spiritual Stasis

Starting at 15th level, you can call on the spirits to pull an ally out of danger. When an ally you can see within 60ft of you is hit by an attack or spell, you can use your reaction to transport them into the ethereal plane, negating the attack or spell unless it can also affect the ethereal plane. While in the ethereal plane the target can take actions but cannot cast spells, and has a movement speed of 10ft. The target remains in the ethereal plane until the start of your next turn, at which point it immediately returns to its original plane in the spot it currently occupies or the nearest unoccupied space and takes 2d8 MINUS your charisma modifier (minimum 2) psychic damage. Once you use this ability you cannot use it again until you finish a long rest.

Living Spirit

At 20th level, you become a conduit to the spirit world. You are permanently able to see into the ethereal plane to a distance of 60ft.
As a bonus action, you can take on a ghostly form gaining the following benefits for 1 minute:
Your body flickers in and out of the ethereal plane. All attacks against you have disadvantage.
As a bonus action you can enter or exit the ethereal plane. Your auras (including any aura spells) continue to effect your original plane while within the ethereal plane.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2024 1:34:54 PM
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