Base Class: Paladin
Some Paladins become walls.
Some become weapons.
Wanderers become the road between them.
Paladins who swear the Oath of the Wanderer reject extremes of immovable defense and reckless aggression alike. They believe survival comes through adaptation — becoming whatever the moment demands. A Wanderer can hold a collapsing gate for hours, then vanish across the battlefield in a streak of steel moments later.
They are guardians without kingdoms. Knights without thrones. Pilgrims carrying entire wars on their backs.
A Wanderer is never truly at rest.
Their armor is layered but travel-worn. Their weapons are practical. Their faith is carried in scars, maps, broken chains, and old promises.
To allies, they are a source of safety.
To enemies, they are impossible to predict.
Oath Spells
You gain oath spells at the Paladin levels listed.
Paladin Level
Spells
3rd
Longstrider, Shield
5th
Misty Step, Warding Bond
9th
Haste, Beacon of Hope
13th
Freedom of Movement, Stoneskin
17th
Steel Wind Strike, Circle of Power
Traveler’s Adaptation
You learn to shift seamlessly between aggression and defense.
While wearing medium or heavy armor, you gain the following benefits:
• Your walking speed increases by 5 feet.
• You gain proficiency in either Acrobatics or Athletics.
• You may use Intelligence instead of Charisma for your Paladin spellcasting features.
Additionally, at the start of each of your turns, you may enter one of the following stances, which lasts until the start of your next turn.
Bastion Stance
You brace yourself for incoming assault.
• Gain +1 AC.
• You have advantage on saving throws against being moved or knocked prone.
• Your speed is reduced by 10 feet.
Spearhead Stance
You surge forward with divine momentum.
• Your speed increases by 10 feet.
• Opportunity attacks against you are made with disadvantage.
• The first creature you hit on your turn cannot make opportunity attacks against you until the end of your turn.
You may only benefit from one stance at a time.
Channel Divinity
Pilgrim’s Advance
As a bonus action, you channel divine force into movement and endurance for 1 minute.
For the duration:
• Your speed increases by 15 feet.
• You ignore difficult terrain.
• When you move at least 15 feet before hitting a creature with a melee weapon attack, the attack deals additional radiant damage equal to your proficiency bonus.
• Allies within 10 feet of you gain 5 temporary hit points at the start of their turns.
You become the moving center of the battlefield.
Wayfarer’s Shelter
As an action, you create a field of protective divine energy centered on yourself for 1 minute.
The aura extends 10 feet from you and moves with you.
Within the aura:
• Allies gain +1 AC.
• Allies have advantage on saving throws against being frightened.
• Hostile creatures treat the area as difficult terrain.
The effect ends early if you are incapacitated.
Aura of the Open Road
Your presence inspires resilience and motion.
You and friendly creatures within 10 feet of you gain:
• +5 feet movement speed
• resistance to forced movement
• advantage on saving throws against exhaustion
Additionally, when a creature within your aura is hit by an opportunity attack, you may use your reaction to reduce the damage by an amount equal to your Paladin level.
At 18th level, the aura’s range increases to 30 feet.
Endless March
Your body and spirit become hardened by countless journeys.
You gain the following benefits:
• You cannot suffer disadvantage on attack rolls due to exhaustion.
• Your speed cannot be reduced below half its normal value by magical or nonmagical effects.
• When you are reduced below half your hit point maximum, you gain the following benefits:
◦ resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
◦ your walking speed increases by 10 feet
• Once per long rest, when you would be reduced to 0 hit points, you may instead drop to 1 hit point and immediately move up to your speed without provoking opportunity attacks.
Eternal Horizon
As an action, you embody the divine ideal of endless perseverance for 1 minute.
You gain the following benefits:
• Your speed doubles.
• You gain a climbing speed and flying speed equal to your walking speed.
• You gain a +2 bonus to AC.
• You are immune to being grappled, restrained, frightened, and forcibly moved.
• You may move through hostile creatures’ spaces as though they were difficult terrain.
• Once on each of your turns, you may choose one:
◦ Make one additional weapon attack.
◦ Restore hit points to a creature within 30 feet equal to 2d8 + your Intelligence or Charisma modifier.
◦ Allow one ally within 30 feet to move up to half their speed without provoking opportunity attacks.
Additionally, whenever you move at least 20 feet on your turn, radiant energy trails behind you until the start of your next turn. The first hostile creature entering that trail or starting its turn there takes radiant damage equal to your proficiency bonus.
Once you use this feature, you cannot use it again until you finish a long rest.
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