Paladin
Base Class: Paladin

Paladins who take the Oath of Peregrination take a path of a wanderer, seeking to understand and experience the world around them. Known as Roving Knights, or just Rovers, they seek to build and spread their ever-growing ideas of what enlightenment means. These paladins will always choose an interesting journey over settling and will encourage others to follow. A bit more chaotic than other paladins, there is no real 'wrong' answer as long as they stay true to their ideals, often getting Rovers into a bit of trouble. The most important things in life to Rovers are freedom, understanding, perseverance, and reverence.

Along their travels, paladins of the Oath of Peregrination seek to connect with as many others as possible. Shared experiences help expand what these paladins hold true and find what their goals are. Being open and forthright enable connections with anyone, regardless if they agree. Still, Rovers know that not everyone is a friend and will not hesitate to fight, but it is preferred to not make new enemies.

A paladin following the Oath of Peregrination is inclined to help others, even enemies(for better or worse) in name of their journey. When a Rover finds a new mission, they are dedicated to seeing the resolution, especially if they made a promise. Since a Rover has no true home, all they have is what they carry on their back and what they say. To them, breaking trust is similar to losing themselves. 

Tenents of Peregrination:

Word is Bond: All you have is your word. Breaking trust and promises would mean to lose yourself.

Ideal Seeker: You are on an endless quest to learn new ways of thinking and new values. Communicating, connecting, and sharing experiences define your journey.

Understanding: Everyone has their own view of the world. You seek to recognize and learn from every one.

Means Justify Ends: Whatever happens, if you stay true to yourself, it doesn't matter.

 

 

Channel Divinity

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

Earnest Liason. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Adept Traveler. When entering a new area or terrain type, You can use your Channel Divinity to learn the terrain. For 1 full day or until your next long or short rest, you gain +3 to survival or nature checks, +1 to stealth checks, and +1 to either athletics or acrobatics saves.

Only one terrain can be learned at one time.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Peregrination Spells
Paladin Level Spells

3rd

goodberry, guiding bolt

5th

Discerning Words, enhance ability

9th

haste, motivational speech

13th

freedom of movement, dimension door

17th

commune, flame strike

Aura of Curiosity

Starting at 7th level, you and friendly creatures within 10 feet of you gain +3 passive perception and can make a perception or investigation check as a bonus action

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

Free Roaming

Beginning at 15th level, you are always under the effects of a freedom of movement spell and have movement speed increases by 5.

Endless Adventures

At level 20, your legendary experiences and philosophy imbue you with the ability to tell stories so great you can bypass language barriers and have advantage on all charisma checks or saves. 

However, your quest is not over! You are now destined to endless travels with blessings of immunity to aging of any kind.

Your experience also prevents you from rolling a 1. Any 1 you roll gets re-rolled.

Previous Versions

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1/15/2021 10:40:35 PM
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