Oath of the Wayfarer v1.

Oath of the Wayfarer



The Oath of the Wayfarer is a path chosen by those who call the open road home. These paladins patrol the paths of the world, and safeguard the freedoms of those who walk them. The paladins who swear this oath are the friendly guides from the roadside tavern, the charitable stranger who freely offers their fire, and the cunning rebel who battles tyranny wherever they find it. They are known as wayfarers, hedge-knights and ronin to those they meet, sharing little in common except for their dedication to the ideals of charity, freedom and progress.

Tenets of the Wayfarer

Paladins who swear this oath often carry a coin stamped with these words on it.

     Fate favors the bold. Carve your own path, destiny is what you will it to be.

     Change is inevitable. Ensure that when change comes, it is for the better.

     Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

Oath Spells

You gain spells at the paladin levels listed.

Oath of the Wayfarer Spells

Paladin Level

Spells

3rd

alarm, expeditious retreat

5th

find traps, pass without trace

9th

Leomund’s tiny hut, tongues

13th

death ward, dimension door

17th

Bigby’s hand, seeming

Wayfarer’s Lexicon

Starting at 3rd level, you are better able to understand and communicate with those whom you do not share a common language. You have advantage on Wisdom (Insight) checks to understand the basic intent of a creature’s messages to you, even if you do not share a common language. In addition, this insight provides you with a better understanding of the how the creature’s body language and other non-verbal cues interact with the spoken word. You can cut the training time needed to learn a new language in half if you have observed those speaking the language for at least 1 day.

    For a creature to qualify for this benefit it must understand and speak at least one spoken language.

    Additionally. If you spend at least 1 minute speaking with a creature that understands at least one language you do not, you can deliver a simple message to them. Such messages could be questions asking where food and water is, or warnings of approaching danger.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    Mercurial Fate. You can use your Channel Divinity to alter the weave of fate in your favor. As a reaction, whenever you are critically hit or witness an ally within 30 feet of you critically fail a death saving throw, you may expend your Channel Divinity to reroll that die, potentially negating the worst effects.

     Flames of the Shepherd. Your divine righteousness sunders your enemies and revitalizes you and your allies. As a bonus action, using your Channel Divinity, whenever you use your Divine Smite feature, you and any allies within 10 feet of you are healed for an amount equal to the radiant or necrotic damage dealt by the Divine Smite as healing flames wash over you. This benefit lasts for 1 minute or until you are incapacitated.

Aura of Inspiration

Beginning at 7th level, you inspire those around you with your words and presence. On each of your turns, you and and up to three friendly creatures within 10 feet of you, that you designate and can hear you, may roll a d4 for any one ability check, attack roll, or saving throw you make before the start of the paladin’s next turn.

     Liberating Exhortation. Twice per day, using your reaction, you absorb this power, negating the aura's effects on your allies for a moment to inspire one of them to summon their strength to resist hostile effects. An ally that you can see within 30 feet of you can re-roll any saving throw against an ability that would normally leave them charmed, frightened, paralyzed, stunned or restrained. Your normal aura returns at the start of your next turn.

     You regain the uses of Liberating Exhortation at the end of a Long Rest.

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

Expert Guide

Starting at 15th level, you’ve become adept at guiding others to places you’ve been, as well as, charting new paths of your own. You gain proficiency in the Survival skill, as well as, with Cartography Tools if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

     Additionally, you are always under the effects of the find the path spell.

Warden of the Path

At 20th level, your devotion to freedom allows you to briefly transcend your mortal form, becoming an avatar of change. 

     Using your action, you undergo a transformation, taking on a blurred form that exists outside the weave of fate. For 1 minute, you gain the following benefits:

  • The d4 received from your Aura of Inspiration becomes a d6 for the duration.

  • The radiant or necrotic damage you inflict with your Divine Smite feature is doubled

  • At the end of each of your turns, you and allies within your Aura of Inspiration regain hit points equal to your Charisma modifier (minimum of 1).

  • You cannot be surprised, and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */