Paladin
Base Class: Paladin

Disaster Knights or Siren Walkers Paladins of this oath are often solitary creatures that cause anxietiety in those around them. Infamously natural disasters appear to follow them yet they always make it out alive, this leads many to distrust them. In reality natural disasters follow them no more than they follow anyone else, they simply have the capability to survive. Those of this oath are often seen as selfish compared to other Paladins as they are not willing to sacrifice themselves for others, however they take a more pragmatic approach and see helping themselves giving them the capability to help more in the future. Survivor Paladins harness the energy of the earth around them to defend themselves and others

Channel Divinity

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

Ruthless Rampage - As an bonus action you can enter a scrappy fighting style giving you unnatural scrappiness and strength for 1 minute, giving you the ability to whenever you take the attack action make an extra improvised, natural, or unarmed attack once per turn.

Improvisatory Armor - As an bonus action you rearrange your armor gathering metal from the surrounding earth to form a frontal barrier for 1 minute. You have resistance to bludgeoning piercing and slashing damage from one direction or your choosing at the start of your turn, additionally any creature who leaves the barrier's direction while still remaining in range with you are subject to an opportunity attack. When you reach 7th level in this class the barrier gives you become resistant to all bludgeoning piercing and slashing damage When you reach 10th level in this class the barrier gives resistance to all forms of damage with an exception for psychic.

 

 

Scrappy Fighter

When you choose this oath at level 3 you can smite with natural, unarmed, and improvised attacks and you need to fail 5 death saving throws instead of 3 in order to die

Additionally you gain proficiency with smith's tools

At level 15 your death saves increase from 4 to 5

Aura of Survival

At 7th level While you are conscious, friendly creatures (including you) within {{scalevalue}} ft. of you gain the following effects:
They do not suffer the effects of exhaustion (they still are exhausted so they will suffer the effects whenever they leave the aura.)
Any creature of your choice within the range of your aura has advantage on death saving throws.
Any creature who attempts to make an attack against another creature within the range of the Aura (While you are also a viable target) must succeed on a dexterity saving throw (equal to your spell save dc) or redirect the attack at you. (You can deactivate and reactivate this part of the aura, no action required, once per turn, on your turn)

At 18th level the range of this aura increases to 30ft

Additionally while in your chanel divinity gain a bonus to either damage or armor class based on chanel divinity used:
Ruthless rampage: Bonus damage on all attacks equal to proficiency
Improvisatory Armor: Bonus armor class equal to proficiency

Weather the Storm

At 7th level as a bonus action you can root yourself in place causing the following changes:

Your speed drops to 0 and cannot be increased.
You cannot be moved against your will.
Area within 30 ft of you is considered difficult terrain.
Any creature you begins their turn within 30 ft of you must succeed on a dexterity saving throw (equal to your spell save dc) or take 1d6+paladin level bludgeoning damage.
You become resistant to lightning damage.

You can end this as a bonus action (although you wont be able to move until your next turn)

True Survivor

At 15th level you regain hit points equal to 2+constituion at the start of your turn if you are not above half of your total hit points. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you additionally if it is a level 5 spell or higher it can ignore all recency requirements related to resurrections.

He Who Remains

At 20th level, as an action, you can activate your true form as one who has earned the right to survive, gaining the following benefits:

You recover 20 hit points at the start of your turn (this replaces the true survivor healing)
Your attacks deal an extra bludgeoning 2d12 damage
Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.
Once per turn you can (no action required) attempt to pull enemies into you. Enemies large or smaller within 60ft of you that you can see within range must make a strength saving throw equal to your spell save dc or be pulled into the closest unoccupied spot nearest to you.  (Range increases to 120ft while you are in Weather the Storm)

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

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