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# an oath to return #### Tenets of Return Though the sins that have driven these warriors
to take this oath are varied, their ideals are the same. ***Some Day.*** Persist through all adversity. ***Set this Right.*** Correct your mistakes. ***Return to this Land.*** Return to the site of your failure. ***Protect Your Friends.*** Your friends are more precious than your life. #### Oath Spells You gain oath spells at the paladin levels listed. |Paladin Level | Spells| |:-|:-| |3rd | Longstrider, False Life |5th | Enhance Ability, Knock |9th | Reflecting Barrier
IOGL
, Tiny Hut |13th | Freedom of Movement, Guardian of Faith |17th | Aether Guiser
IOGL
, Sonic Rave
IOGL
Spells marked IOGL are from
Ideben's Other Grimoires of Legendary Magic
#### Channel Divinity Options When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Iron Determination.*** When you fall to 0 hp you may use your Channel Divinity to remain at 1 hp and gain temporary hp equal to your Charisma Modifier plus your paladin level ***Indefatigable Spirit.*** As an action, you can use your Channel Divinity to sustain a creature using the fervor of your oaths. Remove up 2 two levels of exhaustion from a creature you can touch. \columnbreak #### Aura of Resolve *7th-level feature* While you are conscious an not incapacitated, you and creatures of your choice with in 10 feet ignore the negative affects of up to 3 levels of exhaustion. At 18th level, the range of this aura increases to 30 feet. #### The Work of Redemption *15th-level feature* You gain a bonus to your attack and damage rolls equal to the levels of exhaustion you have. Additionally, when you make an attack roll or ability check you may choose to gain a level of exhaustion to gain a +5 bonus to the roll, you may do so after the die is rolled but before the outcome is revealed. #### The Shade of Persistent Intent *20th level feature* When you fall to 0 hp you may summon a shade made of your lingering will. It remains for 1 minute or until you regain any hit points. The Shade of Persistent Intent uses the stats of a Death Knight (MM 47, which your GM should have), you may control the Shade of Persistent Intent and it takes its turn at the same time as yours. If you regain any hit points while the Shade is active you regain additional hp equal to half your maximum hp, then the Shade disappears. If instead, you die while the Shade is active, the Shade will remain in that area indefinitely, challenging creatures within 600 feet of the space you fell, returning after 1d8 weeks if it is defeated. The shade will disappear forever if your mistakes are finally corrected.
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