Oath of Pilgrimage
The Oath of Pilgrimage is a vow to seek out, create, and protect sites of holiness, goodness, and truth. Where evil seeks to snuff out refuge, Oath of Pilgrimage paladins stand to defend it. When displaced peoples seek a place to call home, these paladins help them find it. When places of divinity have been lost, these paladins rediscover them. When travelers on spiritual journeys require safety, these paladins provide it. They sacrifice their own safety and a place to call home so others may have the chance at a lasting sanctuary.
Paladins who take the Oath of Pilgrimage in the Weird Wastelands may have a variety of missions. Some believe fervently that there are significant sites that have been lost, the discovery of which would benefit the people of the wastes. Others believe no such locations exist and seek to create new places of meaning or gathering. Some protect paths between settlements and curiosities and may act as messengers. Still others travel the wastes in search of people on important journeys who could use their aid.
Tenets of Pilgrimage
Journey. For you, the journey is more important than the destination. Honor it, protect the ability of others to do so, and seek journeys out where they are least expected.
Consecrate. The places that the world has forsaken have goodness in them yet. Seek them out, nurture them, and see them flourish.
Connect. The bonds between people are the bedrock of holiness. Forge connections between peoples and honor the right of all to have a safe or sacred home.
Oath of Pilgrimage Features
Paladin Level | Feature |
---|---|
3rd | Oath Spells, Channel Divinity |
7th | Aura of Surefootedness |
15th | Hospitality |
20th | Divine Sojourn |
Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Pilgrimage Spells table, you thereafter always have the listed spells prepared.
Oath of Pilgrimage Spells
Paladin Level | Spell |
---|---|
3rd | Longstrider, Sanctuary |
5th | Aid, Rope Trick |
9th | Beacon of Hope, Water Walk |
13th | Freedom of Movement, Guardian of Faith |
17th | Passwall, Teleportation Circle |
Level 3: Word of Comfort
Immediately after a creature within 30 feet of you takes damage, you can use your reaction to use your Lay on Hands ability on that creature, even if you are too far away to touch them.
Level 3: Turn the Offender
As an action, you can target any attacker with a non-good alignment within 30 feet of you that has dealt damage with an attack in the last turn and force it to attempt a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, it can’t willingly move to a space within 30 feet of you, and it can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Level 7: Aura of Surefootedness
You emit an aura of stability while you aren’t incapacitated. When this aura is in place, you can ignore the effects of difficult terrain and are immune to the prone condition. You and any creatures you choose within 10 feet of you have advantage on Dexterity saving throws.
At 18th level, this aura increases to 30 feet, and other creatures you choose in the aura can also ignore the effects of difficult terrain.
Level 15: Hospitality
You have everlasting comfort. You may make the area within 30 feet of the point where you finish a short or long rest hallowed ground. Celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. This effect lasts in the area until you complete a short or long rest somewhere else. If you complete seven long rests in the same hallowed area, this effect lasts until it is dispelled. Additionally, you may remove from yourself up to two levels of exhaustion per long rest spent in the hallowed area, and you don’t require comfort10 to gain the benefits of a long rest.
Level 20: Divine Sojourn
Unseen spirits protect you and your allies to ensure you continue your journey. When you use a bonus action to activate this ability, you gain the following benefits for 1 hour as long as you are not incapacitated.
- You and your allies have advantage on Constitution saving throws.
- You and your allies have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.
- You and your allies gain a flying speed of 300 feet per round in combat or up to 300 miles if you are in a wilderness round.
Once you use this ability, you cannot do so again until you complete a long rest.
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