Base Class: Paladin
The Operating Room
As an action, you are able to create a stationary translucent dome with a 10-foot radius around any fixed point you can see. This room can only be active for 30 seconds (5 rounds) before needing to complete a short rest. You can recall this room at any time and reactivate it at will, but the amount of time you can use the will not reset until a short rest is completed. On its own this room does nothing, and every feature you learn under this oath can only be used inside of your room.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Transplant. As a bonus action, you can swap the positions and physical orientations of any creature (including yourself) or object inside of your operating room within your line of sight. If a target creature is unwilling, it can attempt a Charisma saving throw to resist the effect. On a failed save you can choose to switch it's placement with anything inside your room. The total size of any target swapped must fit within a 5 foot square and not exceed 500lbs each.
You can increase the number of targets swapped to 4 at 6th level, 6 at 10th, and 8 at 15th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Hippocratic Oath Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Amputation
Starting at 7th level, your room can now extend up to a 20 foot radius around a fixed point, and can be active for up to 1 minute (10 rounds) before needing to complete a short rest.
As an action, you can use any sharp martial weapon to cleanly slice apart an object or creature within a 10 foot distance inside the room, without harming them. A creature segmented by this ability can still have agency over their body, but will have certain restrictions and disadvantages based on how they were segmented. The creature can attempt a Charisma saving throw to resist this effect. The creature can use their action to reassemble themselves if their parts are within range to do so. Once the time limit for the room ends their body is returned to its normal form. Anything amputated from a target had an aura of protection around it and cannot be harmed by magical or physical damage. Any creature who attempts to damage an amputated part will have that damage rebounded directly back at them.
Every two levels above 6 Level, the distance this ability can be used increases by 10 feet, with a final total distance of 60 feet. At higher levels this ability can be used on multiple targets as it will apply to everything within a straight line of the specified range. Each time you use this ability you can utilize it in one of these ways:
- Beheading:
Target creature loses their head; their body operates with disadvantage, and if their head isn’t facing their body, they also will be considered blinded for the duration of their separation. - Disarming:
Target creature loses their arms; their Strength is halved with one arm removal, and has disadvantage on rolls for duration. When both arms are removed the creature cannot make a physical attack, but can still control their arms remotely to grab and crawl so long as they can see them. - Bisecting:
Target creature loses their legs; their movement speed and Dexterity are halved with one leg removal. When both legs are removed the creature cannot move but can still attack within range, and their legs can still move independently at disadvantage. If their head isn’t facing their legs, they will be considered blinded for the duration. A creature can also be bisected vertically, which will also include the Disarming debuffs. - Procuring:
Target creature loses an internal organ or individual body part like an eye, ear, finger, nose, etc. If you procure an individual body part the target will suffer a debuff related to it. Like removing an eye will affect their sight, ear their hearing, and finger their grip. If you try to procure an internal organ the target must make a Charisma saving throw which they have advantage on. This is also the only procedure you cannot do from a distance and must make a melee touch attack to use, even at higher levels.
Injection Shot
Your room can now extend up to a 30-foot radius, and can be active for up to 2 minutes (20 rounds) before needing to complete a short rest.
Twice per long rest, you can make a melee spell attack against an unwilling target. On a hit, in addition to damage you can also inflict a temporary status condition of your choice on the target; either sleep, poison, paralysis, stun, blindness, deafness, or exhaustion. The target must succeed on a Constitution check on each of their turns in order to remove this status effect.
On a willing target or an ally, you can use a non-lethal injection to give them one of the temporary effects until your room disappears; temporary hit point, specific resistances to a certain damage type, fast healing, or force them in a state of rage.
Phantom Pain
At 20th level, once per long rest, as an action, you can absorb all of the damage and status conditions you and your party have received inside of your room into a bubble floating above you and unleash all of it upon one target. This ability can only be activated after a minimum of 1 minute (10 rounds) of combat and cannot exceed that range. You can choose to use this damage bubble at any time after that and do not need to retain concentration, so long as you are conscious. Any target who interacts with the bubble in any way will receive the accumulative damage at that time. When using the damage bubble, you must make an attack against the target giving them the opportunity to make a save. On a hit, the target can make a Constitution saving throw against this attack, and on a success only receive half the damage they would have. Regardless all the damage you and your party have received within the past minute of combat is removed and everyone will be at full health again. If anyone's hit point maximum was reduced in that time frame of combat the reduction will remain, and anyone whose hit points had reached below 0 will return to half their total hit points.
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