Oath of the Wayfarer v2.

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

blur, 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 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 or an ally within 30 feet of you are hit or fail a saving throw, you may expend your Channel Divinity to reroll that die, potentially negating the effects.

     Flames of the Shepherd. Your divine righteousness sunders your enemies and revitalizes you and your allies. When you use your Divine Smite feature, you can immediately use your Channel Divinity. When you do so, the spell slot expended counts as one level higher, and you and creatures of your choice within 10 feet of you are healed for the amount of radiant damage you deal as radiant flames wash over you.

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. Your aura can be channeled into an ally when you witness them being chained in body or mind. As a reaction, whenever an ally fails a saving throw that would cause them to become charmed, frightened, paralyzed, stunned or restrained, you can briefly absorb your Aura of Inspiration to give an ally within 30 feet of you the strength to fight back. The ally may re-roll with advantage on the failed saving throw. Your aura returns to normal at the start of your next turn.

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

     You have two uses of Liberating Exhortation which you regain at the end of a long rest.

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.

     Also beginning at this level, your ability to navigate the world makes you better able to traverse it. Your movement speeds increase by 10 feet. Furthermore, you ignore difficult terrain.     

     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.

  • 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.

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

Updates

  • Replaced the find traps spell with blur to add some more combat versatility to those early levels.

  • Mercurial Fate now can be triggered whenever you or an ally within 30 feet are hit or fail a saving throw. Giving it a little extra power.

  • Flames of the Shepherd is no longer a 1 minute duration and heals once, when it is triggered. It now increases your smite damage by one spell slot and heals you for the amount.

  • Clarified Liberating Exhortation’s triggers.

  • Provided a tangible combat effect for Expert Guide. Your speed increases and you ignore difficult terrain.

  • Removed the additional radiant damage from Warden of the Path to bring it into balance a bit more with other Sacred Oaths.

  • Clarified the number of uses and recharge of Warden of the Path.

Author’s Note: I would like to thank Xenoezen from the Unearthed Arcana Reddit for the advice on this version of Oath of the Wayfarer.

Thank you for reading and critiquing. Cheers!

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