Paladin
Base Class: Paladin

Sworn to the return of the ancient Tabaxi religion "The Yurrn" the Oath of Yurrn Paladin worships at the alter of The Mighty Shrum, Bringer of the Yurrn, triller of first winds. The worshipers of The Yurrn are very musical in nature and the Oath of the Yurrn Paladin weaves those chants and songs into his life.

Channel Divinity

Praise the Yurrn. As a bonus action you can begin to sing one of your favourite Yurrnish hymns. As you begin to move with the rhythm of the song you can add your Charisma Modifier to your AC. This effect lasts for 1 minute. 

Yurrnish blessings. As an action you can focus your love and belief in the gods of The Yurrn. A warm yellow light spreads out from you creating a zone 20ft around you that is bathed in warm soothing light. This light lasts for the next 10minutes and soothes the wounds of allies within the 20ft range, each ally within the 20ft zone heals for your charisma modifier at the end of your turn. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

Feather Fall, Bane

5th

See Invisibility, misty step

9th

Catnap, Hypnotic Pattern

13th

Dimension Door, Polymorph

17th

Legend Lore, Teleportation Circle

Aura of the Great Yurrnish Song

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be slowed down, as well as ignore disadvantage on any movement based saves (Dex saves). Creatures that are already slowed when they enter the aura can spend 5 feet of movement to automatically escape the effects slowing them.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Purity of Soul

Beginning at 15th level, you are always under the effects of a Heroism (1st level) spell.

Wail of the Shrumlong

At 20th level, you learn to channel the spirits of the Tabaxi gods themselves to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the skies, letting out an echoing feline wail, gaining the following benefits for 1 minute:

  • Climbing costs no additional movement, and you have advantage on Dexterity (Acrobatics) checks.
  • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
  • You can take the Dodge action as a bonus action.
  • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.

Once you use this feature, you can’t use it again until you finish a long rest.

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