
Paladin: Oath of Echoes
Oath of Echoes
Oath of Echoes
Paladins who take the Oath of Echoes are bound by the concept that history is a wheel, always repeating itself in different forms. They become scholars and keepers of ancient wisdom, understanding that the lessons of the past can solve problems in the present and future. They believe that by mastering the echoes of history, they can bend destiny to favor the righteous and the just.
Tenets of Echoes
- Preservation: Seek out and protect the knowledge and artifacts of the past.
- Reflection: Before action, ponder the lessons of history to find the wisest course.
- Cycle: Acknowledge the cyclical nature of history, and strive to repeat its triumphs while avoiding its tragedies.
- Guidance: Use the wisdom of the past to guide and mentor those who will shape the future.
Oath Spells
You gain oath spells at the Paladin levels listed.
- 3rd: Identify, Comprehend Languages
- 5th: Augury, Locate Object
- 9th: Speak with Dead, Tongues
- 13th: Arcane Eye, Divination
- 17th: Legend Lore, Commune
Paladin Level | Spells |
---|---|
3rd | Identify, Comprehend Languages |
5th | Augury, Locate Object |
9th | Speak with Dead, Tongues |
13th | Arcane Eye, Divination |
17th | Legend Lore, Commune |
Subclass (Sacred Oaths) of Paladin
Paladins are holy knights, devoted champions of virtue and righteousness. They serve as paragons of their beliefs and follow a sacred oath, binding them to a higher calling, such as justice, loyalty, or protection. Clad in heavy armor and wielding mighty weapons, paladins are formidable warriors on the battlefield, but they are not just skilled fighters. They also possess divine magic granted to them by their oath, allowing them to heal wounds, smite evil with radiant power, and protect their allies from harm.
The power of a paladin is closely tied to their unwavering commitment to their oath and the principles they uphold. Should they break their oath or act contrary to their beliefs, they risk losing their divine favor and abilities. Despite this, paladins remain steadfast in their devotion, acting as beacons of hope and inspiration to those around them.
Paladins are often seen as the moral compass of the party, seeking to uphold honor and integrity, while battling darkness and corruption wherever it may lurk. With their strong sense of purpose, unyielding faith, and righteous might, paladins are revered and respected allies in the ongoing fight against evil.
Class Features
As a oath of echoes, you gain the following features.
Hit Points
Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shield
Weapon: Martial Weapon, Simple Weapon
Saving Throw: Wisdom, Charisma
Skills: You have 2 of the following skills: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Starting Gold
You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial weapon
- shield
- (a) (5x) javelin or (b) any simple melee weapon
- (a) priest's pack or (b) explorer's pack
- (a) any holy symbol
- chain mail
Oath of Echoes Features Table
LVL | Pro+ | Features | Spell Slots per Spell Level | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Divine Sense, Lay on Hands | – | – | – | – | – |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | – | – | – | – |
3rd | +2 | Channel Divinity, Divine Health, Sacred Oath | 3 | – | – | – | – |
4th | +2 | Ability Score Improvement | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 2 | – | – | – |
6th | +3 | Aura of Protection | 4 | 2 | – | – | – |
7th | +3 | Timeless Wisdom | 4 | 3 | – | – | – |
8th | +3 | Ability Score Improvement | 4 | 3 | – | – | – |
9th | +4 | – | 4 | 3 | 2 | – | – |
10th | +4 | Aura of Courage | 4 | 3 | 2 | – | – |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | – | – |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | – | – |
13th | +5 | – | 4 | 3 | 3 | 1 | – |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | – |
15th | +5 | Historian's Insight | 4 | 3 | 3 | 2 | – |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | – |
17th | +6 | – | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura of Protection improvement, Aura of Courage improvement | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Echoes of Destiny | 4 | 3 | 3 | 3 | 2 |
Class Features at Level
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-‐‑handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-‐‑level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Channel Divinity
At 3rd level, you gain the following two Channel Divinity options.
- Whispers of the Past: As an action, gain proficiency in a skill or tool of your choice for 10 minutes.
- Echoing Strike: When you hit a creature with a melee weapon attack, you can use Channel Divinity to force the creature to make a Wisdom saving throw. On a failed save, the creature becomes vulnerable to the type of damage dealt by the attack until the end of your next turn.
Divine Health
The divine magic flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Timeless Wisdom
Starting at 7th level, you gain the ability to cast the Counterspell spell, but only as a reaction to counter a spell that has been cast within 60 feet of you. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses upon finishing a long rest.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Aura of Courage
You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Improved Divine Smite
You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Cleansing Touch
You can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Historian's Insight
At 15th level, you can use your reaction when you or an ally within 30 feet makes an attack roll, saving throw, or ability check. The creature can reroll the d20 and must use the new roll.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Aura of Protection improvement
Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Courage improvement
You and friendly creatures within 30 feet of you can’t be frightened while you are conscious.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.
Echoes of Destiny
At 20th level, as an action, you can call upon the echoes of history to shape the present. For 1 minute, you gain the following benefits:
- You gain Truesight with a range of 60 feet.
- Once on each of your turns when you miss with an attack, you can choose to hit instead.
- When a creature within 60 feet of you casts a spell, you can use your reaction to attempt to counter it as if you were casting Counterspell, regardless of the spell’s level.
Once you use this feature, you can’t use it again until you complete a long rest.
Breaking Your Oath
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.
Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Oath of Devotion
Oath of Echoes
Oath of the Hearth
Paladin Spells
Credits: Squire 5