Base Class: Paladin
Oath of Altruism Paladins are different then most other Paladins. While others receive their powers by promising a God to spread their message, Oath of Altrism Paladins were already focused on continuously improving the lives of those around them without any worries about what happens to themselves. These Paladins want nothing more than to see their fellow humanoids succeed and prosper. Oath of Altruism Paladins are then gifted powers not by one God whom they make a deal with, but by multiple Gods who view them as worthy wielders of their combined abilities. The Gods do not seek anything in return except to see that individual continue to do their best.
In the world of Iokkem, all Paladins must be registered by a legal religion in the area. Since Oath of Altruism Paladins do not follow a specific religion, they would be considered illegal if anyone knew they existed. Because of this, some of the abilities given to these Paladins help them to conseal their divine powers.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Altruism Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Altruism Spells
| Paladin Level | Spells |
|---|---|
| 3rd | absorb elements, charm person |
| 5th | calm emotions, enhance ability |
| 9th | beacon of hope, counterspell |
| 13th | divination, elemental bane |
| 17th | commune, greater restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Deceitful Tongue. You can use your Channel Divinity to allow yourself to blend in with the crowd. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.
Chaos Defender. You can use your Channel Divinity to defend your allies against those who would use powers like yours to harm innocents. As a reaction, when someone within half your movement speed makes a saving throw against an attack that would do acid, cold, fire, force, lightning, poison, psychic or thunder damage, you can move in front of that creature and make the saving throw yourself. When doing this, the creature takes half the amount of damage on their own failed save, or no damage if they pass.
You may choose to give yourself disadvantage on the saving throw in order to give the other companion advantage. You may also choose to automatically fail the save and have the other creature take no damage.
If the Paladin has the absorb elements spell, they may use that spell as well during this attack despite having already used their reaction.
Subtle Smite
It is important to keep your powers secret in the world of Iokkem. At level 3, when using a divine smite, you may choose to instead deal magical bludgeoning, piercing or slashing damage based on the damage type of the weapon you wield instead of the radiant damage that would typically be dealt. When using Subtle Smite, it simply appears to those around you that you know how to efficiently use your weapon.
Aura of Honor
Starting at 7th level, you and your companions find reward in waiting to attack until provoked. When you or a friendly creature within 10 feet of you takes damage before their turn in a new round of combat, they will have advantage on the next attack they make against the creature that damaged them.
At 18th level, the range of this aura increases to 30 feet.
Rallying Pride
Starting at 15th level, you are able to turn your care for those around you into a protective force. After each long rest, you and up to 7 other friendly creatures who rested within 60ft of you have temporary hit points equal to your charisma modifier times the amount of people within range including yourself.
Undying Honor
At 20th level, your desire to keep all those around you safe manifests in your own life force.
You may raise your constitution by 4 points, to a maximum of 22.
In addition, when you are reduced to 0 hit points, you may heal any number of creatures besides yourself affected by your Rallying Pride from a hit point pool equal to your hit point maximum. If the creature did not replace the temporary hit points gifted to them by your Rallying Pride, you may heal those temporary hit points as well. If you sacrifice one failed death save, you may add your maximum hit points again to the hit point pool, and may continue to do so until you have 3 death fails, dying in the process.
If you have an item or effect upon you that prevents you from making death saves, or if the means of which you were brought to 0 hit points kills you immediately, you may only destribute your hit point maximum once.
Once this feature has been used, it cannot be used again until after a long rest.
Previous Versions
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