The Oath of the Spirits swears custodianship over the spirits of the afterlife. They defend the rest of peaceful souls and help placate those that are restless and lost. Paladins of this oath are acutely aware of how the spirits of the past are connected to the living, and that paying respect to those before is as important as protecting those that are living now. These paladins are usually found amongst the clergy in religious groups and often take the roles of sextons and tomb keepers.
Tenets of the Spirits
A paladin who assumes the Oath of the Spirits is duty bound to the souls of the afterlife, and shares the following tenets.
Respect. You must show respect to those who have lived before you, for they have all contributed to the current state of the world.
Protect. Both the living and the departed. Be the shield they can take cover behind, but never divide.
Guide. You are a guide to those whose souls have yet to depart, and a reaper to souls that seek destruction in their afterlife.
Oath Spells
3rd-level Oath of the Spirits feature
You gain oath spells at the paladin levels listed in the Oath of the Spirits table. See the Sacred Oath class feature for how oath spells work.
Oath of the Spirits Spells
Paladin Level | Spells |
---|---|
3rd | false life, sanctuary |
5th | gentle repose, spiritual weapon |
9th | speak with dead, spirit shroud |
13th | death ward, fire shield (chill shield only) |
17th | negative energy flood, raise dead |
Channel Divinity
3rd-level Oath of the Spirits feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Forced Banishment. You can use your Channel Divinity to erase hostile spirits from existence. Immediately after you deal damage to an undead creature with your Divine Smite feature, you can add an additional 1d8 damage for each spell slot level.
Spirit Placation. As an action, you present your holy symbol and speak a prayer to have undead cease activities in your presence. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is stunned for 1 minute or until it takes damage.
Aura of Warding
7th-level Oath of the Spirits feature
You emanate an aura that tethers the souls of you and your companions while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you are brought down to 0 hit points, you automatically become stable unless you were killed outright. In addition, you and the chosen creatures gain resistance to necrotic damage when within 10 feet of you.
At 18th level, the range of this aura increases to 30 feet.
One with the Dead
15th-level Oath of the Spirits feature
Your association with the afterlife has made it difficult for undead to harm you. If an undead targets you directly with an attack, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack. Additionally, you have advantage on saving throws against spells and other effects cast by undead.
Ghostly Form
20th-level Oath of the Spirits feature
Your body turns intangible as you call upon undead spirits to wreathe you in their aura. As a bonus action, you gain the following benefits for 1 minute:
- You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You and creatures of your choice within your Aura of Warding are immune to necrotic damage.
- You can move through other creatures and objects as if they were difficult terrain, taking 5 force damage if you end you