Base Class: Paladin
Paladins who swear an Oath of the Wayfarer vow to preserve the sanctity of the roadways. Their divine tenants endow them with supernatural speed and hardiness; ensuring that they can traverse the dangerous paths between civilizations with great haste, and provide protection to those seeking safe passage in their travels.
Possessing a more practical mindset, the virtues of these paladins is their reliability…once they accept a task, they fulfill their obligations with an almost zealous efficiency, making them reliable messengers & couriers between settlements. As lamplighters, they preserve the light of the road by driving off the monsters that prey on travelers at night, while their martial expertise makes them invaluable caravan guards for merchants or traders.
Tenants of the Wayfarer
“Find Your Path”. Your destiny awaits you upon the road. Do not let sloth or lethargy hinder you.
“Seek The Unknown”. Your experiences may allow others safe travel to places yet unheard of.
“Protect Your Charges”. You must remain stalwart against the threats upon the road, and protect those most vulnerable to them.
“Honor Your Agreements”. Your word is your bond; uphold your duty, but suffer no duplicity.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Wayfarer Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
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.
Fleet-Footed. As a bonus action, you imbue yourself with divine speed. For 1 minute, you may take the "Dash" action as a bonus action (including when you activate this feature), and enemies have disadvantage on opportunity attacks against you.
Aura of Evasion
Beginning at 7th level, you exude an aura that imparts your allies with a hint of your divine speed. If you or any friendly creatures within 10ft of you are subjected to an effect that requires them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
At 18th Level, the range of this ability increases to 30ft.
Dimensional Jaunt
Starting at 15th level, your divine speed allows you to flicker through the Ethereal Plane in an instant.
If an enemy makes an attack roll against you; you can use your reaction to teleport to a space within 30ft of you, causing the attack to miss.
If you teleport within 5ft of an enemy, you may make a melee weapon attack as part of the same reaction.
This feature can be used a number of times equal to the paladin's Charisma modifier, per long rest.
Warden of the Roads
At 20th Level, you have mastered the intricacies & dangers of travel upon the road. You can flawlessly recall any direction, path, or route you have travelled; and effects that would distort your sense of direction (like the "Maze" spell) or disguise the landscape with illusions automatically fail with you.
In addition, you may use your action to assume a form of supernatural haste. This form could cause you to look as though you are a shifting mirage, shimmering with divine tremors, or appear ghost-like, as though you are partially within the Ethereal Plane.
This transformation lasts for 1 minute. During this time, you gain the following benefits:
- Attack rolls have disadvantage against you.
- Your melee attacks have advantage.
- As a bonus action, you can teleport an ally you can see within 60ft of you to another spot within 30ft of the original location.
You cannot use this transformation again until you have completed a long rest.
Previous Versions
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