Base Class: Paladin
In Adarisa there exist people capable of connecting with the spirits of those that died with ties to them, Paladins of the spectral host used to be leaders of battalions, groups of soldiers that ended up losing their lives. As they carry the weight of their fallen comrades, these Paladins are able to use their lingering memories and wishes during combat to exert power and support their allies.
These paladins share the following tenets:
- Remember the fallen.
- Stand where they
Level 3: Oath of the Eternal Champion Spells
Your oath grants you access to sacred magic tied to the memories of the fallen. When you reach a Paladin level specified in the Oath of the Eternal Champion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Shield of Faith, Command |
| 5 | Aid, Warding Bond |
| 9 | Spirit Guardians, [spell]Beacon of Hope[/spells] |
| 13 | Death Ward, Guardian of Faith |
| 17 | Flame Strike, Raise Dead |
Level 3: Song of the Fallen
Beginning at 3rd level, you learn to call forth spectral echoes of fallen warriors.
Choose two Eternal Echo options. You learn an additional Echo option at levels 7 and 15.
When a creature that took damage from your Divine Smite within the last minute dies within 30 feet of you, you can use your reaction and expend a use of this feature or a spell slot of 1st level or higher to summon one Eternal Echo in an unoccupied space within 5 feet of that creature. Echoes have their turns right after their summoner
The Echo uses the stat block associated with its type and remains for 10 minutes, until reduced to 0 hit points, or until you dismiss it (no action required).
You can summon Echoes without using a spell slot a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. You can have 1 active echo at a time, with the limit increasing to 2 at fifteenth level.
Eternal Echo: Archer
Raise the echo of a fallen Archer
AC 14 Leather Initiative +3 (13)HP 9 (2d8 + 6)Speed 40 ft.
Mod Save STR 13 +1 +1 DEX 17 +3 +5 CON 12 +1 +1
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 10 +0 +2 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on concentration saving throws and +3 bonus to the first attack throw on their turn.
Awakened Form. When this echo is awakened, its HP is set to 4d8 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen. Also, select a target within sight, this target will have its speed reduced by 10ft. and have disadvantage on thexterity saving throws
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Allied creatures within the aura that attack the marked target will make the echo do an attack to the target as a reaction. If the target dies, the summoner may choose another creature to target.
ActionsLongbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 3) piercing damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
Eternal Echo: Banner Bearer
Raise the echo of a fallen shield bearer
AC 13 Chain Initiative +0 (10)HP 7 (2d6 + 6)Speed 30 ft.
Mod Save STR 13 +1 +1 DEX 10 +0 +0 CON 13 +1 +3
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 16 +3 +5 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on Charisma Saving Throws and a +3 bonus to the first attack throw on their turn.
Awakened Form. When this echo is awakened, its HP is set to 4d6 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen, Additionally, when an enemy is defeated within 10ft. of the Echo, Allies within the Aura may gain 1d4 temporary hit points.
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Allies within the Aura gain Advantage on their first attack throw of the turn. Enemies within the Aura gain Disadvantage on their first attack throw of the turn
ActionsBanner. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) blunt damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
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Eternal Echo: Knight
Raise the Echo of a Knight
AC 18 Chain Initiative +1 (11)HP 9 (2d8 + 6)Speed 30 ft.
Mod Save STR 16 +3 +5 DEX 12 +1 +1 CON 17 +3 +5
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 10 +0 +0 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on Constitution Saving Throws and a +1 bonus to Armor Class
Awakened Form. When this echo is awakened, its HP is set to 4d8 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Once per turn, Allied creatures that enter the aura or start their turns inside it without temporary hit points gain 1d6 temporary hit points, increasing by 1d6 per every spell level over 1st used to summon it. If the Creature is under half HP they can choose to gain half of the roll as current hit points instead of temporary.
ActionsLongsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
Eternal Echo: Sentinel
Raise the Echo of a sentinel
AC 16 Chain Initiative +1 (11)HP 7 (2d6 + 6)Speed 30 ft.
Mod Save STR 16 +3 +5 DEX 12 +1 +1 CON 17 +3 +5
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 10 +0 +0 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on Dexterity Saving Throws and do not provoke oportunity attacks when moving within the aura.
Awakened Form. When this echo is awakened, its HP is set to 4d6 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen and terrain adjacent to the sentinel counts as difficult terrain for enemies.
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Once per turn, if an ally within the area is attacked, the sentinel will impose disadvantage to the attack
ActionsHalberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 3) slashing damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
Eternal Echo: Shield Bearer
Raise the echo of a shield bearer
AC 16 Half Plate, shield Initiative −1 (9)HP 9 (2d8 + 6)Speed 20 ft.
Mod Save STR 10 +0 +2 DEX 8 −1 −1 CON 18 +4 +6
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 12 +1 +1 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura gain advantage on saving throws agains Area of Effect spells and reduce damage taken by the summoner's proficiency bonus.
Awakened Form. When this echo is awakened, its HP is set to 4d10 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen And gain the Awakened Protector Reaction
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Once per turn, If an allied creature within the aura would drop to 0 hit points, it would drop to 1 hit points instead. Additionally, If an allied creature is down and within the aura when awakening they will automatically gain a success in their saving throws.
ActionsShieldbash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) blunt damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
ReactionsAwakened Protector. Once per turn. If an allied creature within 10ft. of the Echo is attacked, the Echo will take the damage instead.
Eternal Echo: Vanguard
Raise the echo of a fallen Vanguard
AC 17 Chain Initiative +3 (13)HP 9 (2d8 + 6)Speed 35 ft.
Mod Save STR 16 +3 +5 DEX 16 +3 +3 CON 13 +1 +3
Mod Save INT 8 −1 −1 WIS 8 −1 −1 CHA 12 +1 +1 Vulnerabilities NecroticImmunities ExhaustionSenses Passive Perception 9Languages Telepathy 1 mile (works only with the summoner)CR 0 (XP 10; PB +2)TraitsAura of the Fallen. This Echo projects a 5ft radius Aura around it. Alied creatures within this aura ignore effects of difficult terrain when moving towards enemies and gain 10ft. of movement speed
Awakened Form. When this echo is awakened, its HP is set to 4d6 + 6 per spell level over 1st used to summon it. For 1 minute after being awakened, the Aura of the Fallen trait will be upgraded to Awakaned Aura of the Fallen as well as gain the Declare Charge Action.
Awakaned Aura of the Fallen. Apart from the advantages given by Aura of the Fallen. Once per turn, Allied creatures within the aura may reroll failed charge attacks and On a successfull charge attack, the target must make a dexterity charge against the summoner's spell DC, on a fail the target is knocked prone.
Charge Attack. Any attack dealt after moving for 15ft. without changing direction.
ActionsLance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Healing touch. The Echo can be used as a conduit of it's summoner's will, as an action, it may lay its hands on a willing creature to transfer any number of hit points on the lay on hands pool of the summoner .
Declare Charge. (This action can only be taken with the awakened form). Allies within the Aura gain an extra 15 ft. of movement. During their turn if they make a succesfull charge attack, the damage increases by the summoner's charisma bonus. The first time this happens the Echo will teleport to the nearest unoccupied space.
Awaken the Fallen
As a bonus action you may use one of your Channel divinity to Awaken one of your active echoes. This echo will activate its Awaken version for the next minute.
Level 7: Aura of the Fallen
Starting at 7th level, you gain access to the Aura of the Fallen associated of each Eternal Echo you know. Whenever you finish a short or long rest, you can choose one Aura of the Fallen to project. Additionally. Your active Echoes project your Aura of Protection apart from their own Aura of the fallen in a 5ft. radius, increasing to 10ft. at 11th level
Whenever you summon an Echo, you may immediately switch your active Aura of the Fallen to the one associated with that Echo.
Level 15: Last Wish
You can mantain two active echoes at a time, also, upon raising them you are able to move them up to their movement speed. Raising echoes with the song of the Fallen feature will count as them being raised with a second level spellslot instead of one. If an echo has its hit points reduced to 0 when awakened all allied creatures within the summoner's Aura of protection may add 1d6 + CHA temporary hit points
Level 20: Eternal Bastion
As an Action, you become the champion of those that have fallen in the battlefield around you, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Bastion's strength. You gain resistance to Necrotic and Psychic damage.
Legion's Awakening. Upon activating this form you may raise 3 echoes. All echoes in the battlefield under your control will awaken. You can have up to 3 active echoes.
Legion's offensive. Once per turn when you use your divine smite, all active echoes may make attacks against enemies within their reach.
Aura of the Fallen Legion. You can have two active auras, one of them can be awakened. The auras must be known, but you don't need to have an active echo of said auras
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