Base Class: Paladin
Every Oath of Souls Paladin begins by facing their own death. Some have battled a horrible decease and been nursed back to health by someone who themself succumb the same illness as a result. Some fight against the water during a flood and are pulled to safety by someone who loses their own grip and is swept away by the current. Some see the arrow, knowing it will pierce their ragged armor, but is saved by someone stepping in front of them. While the path to their oath is as varied as the human experience one thing binds all Soulkeepers: death should have found them, but didn't. Instead their thread of fate is crossed by another in a moment of destiny and now they feel the weight of that, relentlessly driving them to repay the debt they feel is owed.
Path of the Soulkeeper
Whenever a ally permanently dies within 50 feet of you you can choose to collect their soul, hereby claiming one of their Proficiencies as your own, to help you ensure their sacrifice was not in vain.
If you choose to collect their soul they will be allowed to make one simple request of you, like bringing their wedding ring to their husband or making sure their child is safe.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Halted Fate. You channel the Light into an implotion to halt Fate. Every cheature within 60 feet of you, friend or foe, is instantly restored to 0 hit points and become stable. Aditionally, every creature of your choice within 60 feet of you regain 1 hit point at the start their turn.
Expedited Fate. You channel the Light into an explotion to expedite Fate. Every creature of your choice must succeed on a wisdom saving or have its intentions layed bare. Their strongest, but not nessecerily most emidiate, goal for their future will manifest itself at the forefront of their mind and you will be able to see the path they have planned to achive it, if such a plan exists. If the goal is nebulous you gain a sense of it and can make an intelligence check to see if you can figure out how the goal is best achieved.
Shared Fate
By 7th level, you and your allies are bound by your shared fate. A pool of temporary hit points equal to your maximum hit points are shouding you and any ally within 10 feet of you. Once the pool is drained you must complete a short or long rest to restore it.
At 18th level, the range of this aura increases to 30 feet.
Karma
Starting at 15th level, whenever your maximum hit points are reduced by a spell, attack or effect you gain a d6 that you can add to the damage roll of any attack you make. These stored dice last until you complete a long rest, by which time you let go of the weight of wrongs done to you.
Fatebringer
At 20th level, you see your fate thread and the treads of your allies clearly. Using your action, you can tug on these treads to entertwine them as you see fit. For 1 minute, you gain the following benefits:
- If you start your turn more than 30 feet away from an ally that is below 50 percent of their maximum hit points you can teleport to an unoccupied space within 30 feet of them.
- Any spell that is a concentration spell no longer requires you to hold concentration.
- When ever an ally is within reach of your Shared Fate you can redirect any attack made against them to yourself.
Once you use this feature, you can’t use it again until you finish a long rest.
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