Oath of Remembrance

by Jadeor

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Oath of Remembrance

Oath of Remembrance

They're never truly gone, the dead. They live on with us, in our hearts and minds and memories. Sometimes they even help us from beyond. Mourn them, yes, but rejoice for they were once alive.

A Paladin Oath

Paladins who take this oath have a close relationship with death, and the dead. Often they are people who have lost people dear to them. Paladins of remembrance usually dedicate themselves to the preservation of the past, and to the protection of holy sites such as graveyards. However, some of these paladins see it as their sacred duty to set out and find those souls who are trapped on the material plane as ghosts and shades, to try and bring them peace and lay them to rest. These paladins also learn how to bond gentle spirits and how to call them to their aid in times of need.

Tenets of Remembrance

The tenets of the Oath of Remembrance are all about secrets.

  • Mourn. Honor the fallen.

  • Remember. Do not forget the dead.

  • Bring Peace. Unquiet spirits must be brought to rest.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Remembrance Spells
Paladin Level Spells
3rd dissonant whispers, unseen servant
5th gentle repose, misty step
9th speak with dead, summon undead
13th dimension door, guardian of faith
17th far step, hallow

Channel Divinity

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

  • Summon spirit. As a bonus action, you can brandish your holy symbol and call a spirit to aid you in battle. The spirit appears in an unoccupied space within 30 feet of you. It uses the Bonded Spirit statblock at the end of this subclass, which uses your Proficiency Bonus (PB) in several places. You choose the spirit's appearance. When you summon your spirit, you can choose wether it's an Avenger or a Defender, which determines certain abilities in the Bonded Spirit statblock. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. When you summon the spirit, and as a bonus action on your following turns, you can command it. If you don’t, it takes the Dodge action and uses its movement to avoid danger. The spirit remains for 1 minute or until it is destroyed, after which it fades away.

New Calling, by Mahealani Rodrigues

  • Ghostly step. As an action, you can teleport up to 60 feet to an unoccupied space you can see. You can also bring a number of willing creatures up to your Charisma modifier with you that are within 5 feet of you when you use this feature.

Aura of Spirits

Beginning at 7th level, you can call upon spirits to pull you or your allies partially into the ethereal plane to protect them from harm. Whenever you or a creature within 15 feet of you that you can see takes damage, you can use your reaction to reduce the damage taken by 1d8 + half your paladin level.

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

True Bond

At 15th level, your spirit is always with you. Whenever you use your Channel Divinity to summon your Bonded Spirit, the spirit remains until it is destroyed or until you use your Channel Divinity to summon it again. Additionally, your spirit gains resistance to all damage types, and it adds your Charisma modifier to the damage it deals.

Avatar of the Fallen

At 20th level, you can become a spirit yourself. As an action you can enter into an incorporeal state. You gain the following benefits for 1 minute:

  • Your weapon attacks deal an additional 2d8 necrotic damage. If you have your bonded spirit summoned and it is an avenger, your weapon attacks deal an additional 3d8 necrotic damage instead.
  • You have resistance to all damage types except force and psychic damage. If you have your bonded spirit summoned and it is a defender, any damage you take is also reduced by 1d8.
  • You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

After you've entered into this state, you cannot do so again until you finish a long rest, unless you expend a 5th level spell slot to do so.



Bonded Spirit

Medium undead


  • Armor Class 11 + PB (avenger) or 13 + PB (defender)
  • Hit Points 7 + three times your Paladin level (the spirit has a number of hit dice [d6s] equal to your paladin level)
  • Speed 0 ft., fly 40 ft. It can hover.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (0) 10 (0) 12 (+1) 17 (+3)

  • Saving Throws Dexterity +1 plus PB, CON 0 plus PB
  • Damage resistances Bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities Necrotic
  • Condition Immunities Grappled, Petrified, Poisoned, Prone
  • Senses Darkvision 60ft., passive Perception 11
  • Languages Any languages you speak

Ethereal Sight. The spirit can see 30 ft. into the Ethereal Plane.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 (defender) or 1d10 (avenger) plus PB necrotic damage.

Reactions

Protect the Innocent (defender only). When a creature the spirit can see hits a target other than it that is within 5 feet of it with an attack, as a reaction the bonded spirit can force the attacker to reroll the attack, it must use the lower of the two rolls.

Rebuke the Violent (avenger only). When a creature the spirit can see attacks a target other than it that is within 5 feet of it, as a reaction the bonded spirit can make an opportunity attack against that creature.

Art

Fallen Angel by Chris Nazgul

 

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