Base Class: Paladin
Many paladins swear their oaths to the gods, or embody the principles of a particular deity, but some believe there is a law above the gods, and it is to that law that the Wayfarers swear their oaths. They bind themselves to uphold principles whose outcomes are observable, and whose consequences are beneficial to the societies they serve. They view the gods as windows into the intricacies and tenants of this law, rather than its keeper, and will stand against the gods where they run afoul of such principle. Their willingness to defy such beings whose stories and traditions have become dogma to the temples may put them at odds with established hierarchies, sometimes even their fellow Paladins and Clerics. As such, these Wayfarer Paladins often take up a second weapon or a pole arm to maximize their ability to defend against multiple opponents and control their surroundings.
Tenets of the Wayfarer
The tenets of the Oath of the Wayfarer remind Paladins of the difficult path they have chosen, and the method by which it may be effectively navigated.
Peacefulness over Harmlessness. To be harmless is to be incapable of fighting for peace. To be peaceful is to be exceedingly dangerous, but to precisely measure the response to any situation. Be capable of violence. Be committed to its use when necessary. Be committed to peace where possible.
Meaningfulness over Expedience. Comfort is the bane of progress. Seeking purpose first and comfort second increases exponentially the likelihood you will find both. Seeking comfort first will virtually guarantee that you find neither.
Responsibility over Apathy. Everyone comes in a certain condition, and we are all, at least in part, responsible for that condition. Make yourself better than you were yesterday, and then make the world better than it was yesterday, even if only by a small amount.
Art by vladmrk at deviantart.
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options.
Conviction. When you or an ally you can see within 30’ makes a saving throw, you can use your Channel Divinity to add your paladin level to the roll. You make the choice after you see the roll, but before you learn if the roll succeeds.
Infuriate. When a creature you can see attacks an ally, you can use your Channel Divinity to lock eyes with that creature and force it to make a charisma save. If it fails, it must use its actions to move towards you and attack if able. At the end of its turn, it may attempt another charisma save to end the effect.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Wayfarer Spells
| 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 |
Eternal Zeal
By 7th level, you have become accustomed to being outnumbered, perhaps as a pariah among your order or an object of focus among wrathful gods. You gain the following features.
- While wielding two weapons, you can add your damage modifier to your off-hand attack.
- While wielding two weapons, you designate a weapon as a holy symbol or emblem, allowing you to cast somatic and material component spells even with a weapon in each hand.
- While wielding a pole arm, once per short rest, when you hit a creature with a melee attack, you can cause that creature to be restrained until the end of its next turn.
Zealous Pursuit
At 15th level, you draw and deflect your enemy's attack with such fervor and force that it is shocked into inaction, following with a deft counter attack.
- When a creature makes an attack against you, you can use your reaction to add your Charisma modifier to your AC.
- If the attack misses, you immediately interrupt the action and deal slashing damage equal to 1d8 + your Strength modifier to that creature. In addition, the attacker's speed is reduced to 0 and its turn ends.
You can use this feature 3 times per short rest.
Self Immolation
At 20th level, you manifest your zeal in its ultimate form.
- For 1 minute, a pillar of blue fire emanates from your body, pulsing at the beginning of each of your turns for the duration and engulfing all creatures within 30 feet.
- On each pulse, hostile creatures are blinded until the beginning of your next turn unless they succeed a Charisma saving throw, and you take damage equal to your Charisma modifier. Friendly creatures gain resistance to all damage types for the duration.
- If you are knocked out while using this feature, it ends, and you must make a Charisma saving throw against your spell save. On a failure, you remain unconscious and this counts as a first failed death saving throw. On a success, you are revived with half of your hit points.
Once you use this feature, you can't use it again until you finish a long rest.
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