Oath of Remembrance

The Oath of Remembrance is a solemn vow to remember and act in accordance with the ideals of those who have died. The relationship to the deceased can differ greatly between paladins of this oath – they could be a loved one, a fallen comrade, a cherished friend, or even a hero of legend who perished long ago. Regardless of who was lost, paladins who swear this oath dedicate themselves to preserving life in remembrance of the departed.

Tenets of Remembrance

Though the Oath of Remembrance represents an intensely personal journey, paladins of this oath tend to share these tenets.

  • Remember the Fallen. Let the memories of those we’ve lost guide our actions.
  • Preserve Life. Life is precious, and I will do all I can to safeguard it.
  • Sacrifice. If someone is to join the fallen, let it be me in the stead of others.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Remembrance Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Healing word, silent image
5th Enthrall, gentle repose
9th Beacon of hope, speak with dead
13th Death ward, divination
17th Hallow, legend lore

Channel Divinity

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

  • To the End, They Remain. As an action, you present your holy symbol and speak a prayer for the fallen, warding a friendly creature of your choice against a similar fate. For the next minute, any creature who makes an attack against the warded creature must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. The warded creature is not protected from area effects, such as the explosion from fireball.
  • Funeral Bell. You, and only you, hear the deafening clang of a spectral bell, warning you of death’s approach. Immediately after a friendly creature within 30 feet of you takes damage that would reduce their hit points to 0, you can use your Channel Divinity to take a special reaction that prevents any damage from being dealt to that creature. Instead, you drop to 0 hit points. You are automatically stabilized and do not make death saving throws as a result of this effect.

Aura of The Fallen

Starting at 7th level, the spirits of the fallen imbue you with an aura that defends your allies from death itself. While you aren’t incapacitated, friendly creatures within 10 feet of you have advantage on death saving throws and weapon attacks can’t score critical hits against them.

At 18th level, the aura’s range increases to 30 feet.

Ode To remembrance

Starting at 15th level, you can seek guidance from those whose spirits have traveled to the outer planes.

You can cast commune once and regain the ability to do so again when you finish a long rest. You receive the answers to your questions from the spirit of someone you honor, acting as a divine messenger.

Additionally, when you cast the spell this way, the spirits you commune with supernaturally rejuvenate you and your allies. You and up to six friendly creatures within 30 feet regain hit points equal to your paladin level and are cured of any diseases.

Requiem Aeternam

At 20th level, as an action, you may call the spirits of the fallen to manifest around you. For 1 minute, enemy creatures who attack a friendly creature within a 30-foot radius of you have disadvantage on attack rolls. Additionally, for the duration, friendly creatures within the radius, including you, automatically succeed on death saving throws.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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