Paladin
Base Class: Paladin

A paladin who has honored all who have fought and fallen before becoming a paladin. Now he wishes to use there spirits to guide him and become a warrior capable of inspiring armies for generations to come. The Oath of Remembrance holds many great powers, but one must be weary as to not selfishly use the fallen spirits as mere slaves.

 

Channel Divinity

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

Spiritual Echo: After attacking an opponent during battle, you can use Spiritual Echo to repeat the attack on the same opponent as a Bonus Action. This does count as using your Channel Divinity and will still require a short rest before being able to reuse it.

Echo of War: As an action, you can force all enemies to be frightened by your presence. Roll an Intelligence check for all opponents to see if they become frightened by you. If any of the rolls are successful, that enemy will be frightened. This does require a short rest before being able to reuse again.

 

Spiritual Overwatch

When you take this oath at 3rd level, you gain the following...

As a bonus action, you can summon the spirit of a fallen ranger and attack an opponent to deal 1d8 of necrotic damage.

Aura of Inspiration

Starting at 7th level, you and friendly creatures within 10 feet of you will gain a +5 to all saving throws.

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

Spiritual General

Beginning at 15th level, As an action, you can now summon the spirits of hundreds of fallen warriors to charge down all opponents. This action will do 10d8 bludgeoning damage to all opponents within 30 ft. ahead of you.

At 18th level, the damage will increase to 12d10 and hit all opponents within 50 ft. ahead of you.

Spiritual Army

At 20th level, you gain the following two actions:

Echo of Arrows: As an action, an army of fallen ranger will appear and fire a storm of flaming arrows dealing 10d10 fire damage at all enemies within 100ft.

Shield Wall: As an action, a shielded paladin will appear in front of all allies and absorb all damage for one turn. This requires a Long Rest to recharge all uses.

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