Paladin
Base Class: Paladin

The Oath of the Returned is one sworn by paladins who seek to serve the spirits that have been separated from their resting place. Paladins of this order are often misunderstood, seen as warriors calling upon forbidden powers to enhance their martial ability. In truth, these paladins borrow some of the abilities that the spirits allow but in so far as to help them find rest once again.

TENETS OF THE RETURNED

A paladin who takes this oath has the tenets ascribed to their flesh in invisible script that they may reveal at will.

Peace for the Restless. There are many of the spirits that have returned to the world of the living to right a wrong or guide a mortal to resolve their unfinished business.  It is in these situations that it is our duty to help them find peace and return to their resting place.

Absolution for the Vengeful. Though everything eventually finds an end, some spirits linger due to a life lived in anger, despair, or hatred.  These violent spirits must be calmed and in some situations forcefully dispersed to prevent an endless cycle of pain from perpetuating.

Rest is the Finality. Regardless of the situation, the spirits that choose to remain in the mortal world must find a place to rest and only be called upon when needed.  All things must rest.

 

Channel Divinity

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

Incorporeal Weapon. As a bonus action, you can infuse one weapon that you are holding with spiritual energy, using your Channel Divinity. For 1 minute, your infused weapon may deal force damage instead of its usual damage type.  While infused, you may make a special melee spell attack by swinging your spectral weapon through up to three adjacent enemies in an arc.  Each enemy in this arc must make a Dexterity saving throw or take force damage equal to a single weapon attack from the infused weapon.  On a success, they take half as much damage.  When you gain the Extra Attack feature, this ability can be used for any of the attacks you make as part of the Attack action.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Spiritual Guidance. You may use your Channel Divinity to call upon the knowledge of those from beyond to assist in you and your allies endeavors.  As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma ability checks.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Returned Spells

Aura of Portents

Starting at 7th level, you become more in tune to the guidance and warnings of spirits around you. You can use your reaction to add a bonus to an ability check or saving throw equal to 1d4 to yourself or an ally within 10 feet of you.  You make this choice after you see the roll, but before the outcome is determined.

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

Vision Beyond

Beginning at 15th level, you can see 60 feet into the Ethereal Plane when you are on the Material Plane and vice versa.

Spiritual Transformation

At 20th level, as an action, you can transform into a spirit-like ethereal form.  When you assume this form, any undead creature within 30 ft. of you that can see you must make a Wisdom saving throw.  On a failure, they become charmed by your new form for 1 minute or until they take damage.  While in this form, you also gain the following benefits for 1 minute:

  • You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
  • You gain a flying speed of 60 ft. (hover)
  • You weapon attacks and smites can deal force damage instead of their usual damage type(s).
  • You can use your reaction to turn any willing creature within 30 ft. of you partially ethereal, granting resistance to one source of damage.

Once you use this feature, you can’t do so again until you finish a long rest or expend a 5th-level spell slot.

 

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