Paladin
Base Class: Paladin

Paladin of the Reatless A Paladin of the restless feels a never ending desire to travel far and wide to do great deeds in service of what he believes. Whether it's traveling to distant plains, delving into the darkest place, or traveling far with his faithful companions, there is nothing to stop his willpower and pressing onward. Even in death, it is believed that the greatest of these paladins still travel far and wide in a restless search to fulfill their mission. A Paladin of the Restless will travel far and wide in service, helping to erect temples, performing great deeds, and anything worthy to proceed the cause. They prefer to show others why they should believe and take up the paladin's cause, instead of just telling them. This is so that, long after they are dead, their work is seen for the rest of time. These paladins are most commonly found as the religious guide for many adventuring party, and are often the last to retire.

Tenets of the Restless

The Work is Never Done: A paladin of the Restless is just that; restless. So long as there are places to go, and evils to defeat, the work must continue.
Persevere: No matter how difficult the journey, a Paladin of the Restless will take the harder path, so long as it brings greater followers to the cause.
Death Is Not The End: As a Paladin of the Restless, use your faith and kindness. during life to live past your own death within the hearts of others.

Channel Divinity

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

  • You use your Channel Ability to empower the next three words you say. When you so, allies that can hear you can reroll the do next saving throw they make, and must choose the new one. Additionally, hostile creatures that can hear and understand you must reroll a successful saving throw if they fail a wisdom saving throw.
  • You can end one level of exhaustion on yourself or another creature. If a hostile creature is nearby while you have exhaustion, you can force them to make a constitution saving throw, placing your level of exhaustion onto the hostile creature if it fails. If you use these effects more than once, you must use the ability on a different creature. Additionally, if you or an ally was unable to get a long rest, you can ensure that they got a long rest 1/d.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

Comprehend Languages, Longstrider

5th

Find Steed, Darkvision

9th

Create Food and Water, Tongues

13th

Death Ward, Freedom of Movement

17th

Teleportation Circle, Hallow

Aura of Restlessness

Beginning at level 7, your faith and the works you have done propels you onward, despite the obstacles that try to stop you.

You and friendly creatures within 10 feet of you cannot be slowed by magical means, and have advantage vs factors that would make you exhausted.

Journeyman of Faith

If you've spoken well of your faith to a creature within 12 hours, then when you or that creature falls in battle, you both will have one automatic success on all death saving throws. You can only do this once per day.

Additionally, hostile creatures within 30 feet of you don't die of their wounds if you wish it to be so, and fall unconscious instead.

Faith Beyond Death

At level 20, when you die or fall unconscious unnaturally, you become a specter of your living/woken self, gaining half your total hitpoints as temporary hit points. After a minute and you still have temp hit points left, you can return to life, regaining your temp hitpoints as normal hit points, and returning to the place you died, even if your body no longer exists. While a specter, you gain 30 feet flying speed, and can still use abilities, attack and cast spells as if you were alive. You can do this. once per day.

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