Paladin
Base Class: Paladin

The Oath of Adventure draws paladins from many walks of life. Some leave home in search of glory and riches, others set out to find a new home for themselves and their family, or to proselytize in the name of their deity. Many still may simply have a deep wanderlust that could not be quenched. Whatever the case, these paladins (which depending on alignment can be known as conquistadors, explorers, or pilgrims) are favored by their god or gods in their journeys and can draw on their strength as other paladins do. However, their constant travel typically requires they shed the heavier armor other paladins tend to use and replace it with the use of medium armors such as breastplates, as well as an added focus on ranged weaponry they can infuse with divine energy. This trade tends to lead these paladins to focus on quickness and agility in life and combat.

Tenants of Adventure

Bravery. Face the unknown with with zeal

Cunning. Always do your best to be prepared. Know yourself, and know your enemy.

Legacy. Mortals can only do so much no matter how important. Leave something for the people who come next to carry on.

Discovery. The world is big, bigger than any one person can ever know. It is your duty to find things that people can hardly fathom

 

Channel Divinity

Divine Scouting. Your skill and the favor of the divine grant you the ability to read the land like a book. For the next hour, you gain advantage on tracking attempts, and you are proficient in perception and investigation for the next ten minutes.

Terrifying Accuracy. Your divine magic can make even the most fearsome beasts quake in fear. For 1 minute, any ranged attack is accompanied by a loud booming sound. On a hit, all hostile creatures in a 20 foot radius must make a Wisdom saving throw against your spell DC. If they fail, they are frightened for 1 minute or until they are dealt damage again

Ranged Divine Smite

The Oath of Adventure gives you the ability to use the Divine Smite on Ranged Attacks in exchange for forgoing Heavy Armor. While this ability can be used for any ranged weapons, it was partially created to facilitate the use of firearms. I would recommend using the rules created for the Gunslinger Fighter subclass, but you should discuss with your DM before using them or any other homebrew material.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Adventure

Paladin Level Spells

3rd

identify, longstrider

5th

magic weapon, pass without trace

9th

create food and water, tiny hut

13th

guardian of faith, divination

17th

cloudkill, scrying

 

Aura of Awareness

You cast a holy aura that prevents you and your allies within ten feet from being Blinded or Deafened while you are conscious. This aura increases to 30 feet at level 18.

Wary Traveler

Your time traveling has made it so you are wary of danger and know how to get out of the thick of things when pinned down. You gain a +5 to Passive Perception, as well as Advantage on Initiative and a resistance to Damage from Traps.

Free Spirit

You channel the speed of the gods within yourself. As an action, for 1 minute, your speed increases by 30 and you whiz through the battlefield unimpeded by Difficult Terrain. 

The Gods also bless your senses, giving you Truesight for the duration. 

Your Ranged Attacks deal an extra 2d8 Force damage as the power of the Gods blasts forth your ammunition at exceptional speeds. 

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