Base Class: Paladin
The Paladins of Remembrance are sworn to protect the tales of the past. This oath may be taken because one of the Paladins friends or family was killed and the paladin swore to avenge and remember them. Maybe it was simply to speck for those who had been forgotten. The oath of remembrance is very different from necromancy , but some times it is mistaken for necromancy because of its closeness with death. The oath of remembrance cares more about the memory of the person then bringing them back to life. In addition, many paladins of this oath dislike undead, this is because the zombies and skeletons of the world will forever have been remembered as evil beings.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guilt of the lost . As an action, you present your holy symbol and hostile creatures are overcome with guilt. In a 30 foot radius circle centered around you, all creatures make a DC 15 wisdom Sabrina throw, on a fail they take 10 psychic damage for each humanoid they killed within 24 hours and no damage on a success. If a creature would be reduced to 0 hit points by this feature, they are reduced to 1 instead.
Hallowed passage. Whenever a creature you can see dies you may use your reaction to hallow their passing, when you do all friendly creatures within a 30 foot radius of that creature gain advantage on saving throws and ability checks. Then you get a bonus to strength and charisma equal to their strength and charisma modifiers respectively. These effects where of in a number of hours equal to your charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
gentle repose Blindness/deafness |
|
9th |
Speak with dead, dispel magic |
|
13th |
Hallucinatory terrain ,Blight |
|
17th |
contact other plane,dream |
Aura of Regret
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on melee weapon attacks agents undead. If a friendly creature dies while in this aura they deal 2d12 psychic damage to the creature who killed them.
At 18th level, the range of this aura increases to 30 feet.
Voice of the forgotten
Beginning at 15th level, you can speak with the voice of the dead and forgotten. you may cast the hold monster spell without the verbal or semantic component. You may only once per long rest.
Emissary of the lost
At 20th level, as an action, you can act as an emissary for the lost and forgotten dead. You float of the ground and speak with the voice of the dead. As a bonus action you can draw power to avenge the spirits of the lost, when you do this each hostile creature within a 30 ft radius has disadvantage on melee, ranged or spell attacks if they have killed a humanoid in the last hour. In addition you can use your action to deal psychic damage to the nearest hostile creature equal to you wisdom modifier plus the number of humanoids they have killed in the past 24 hours times 1D6.
Once you use this feature, you can’t use it again until you finish a long rest
Previous Versions
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4/24/2020 7:18:02 PM
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