Paladin
Base Class: Paladin

You can use your hit dice to power certain abilities.

Hit dice Pool

You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Paladin hit dice and your hit point maximum at any given time. You have a number of Paladin hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Self Sacrifice Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Self Sacrifice Spells

Paladin Level Spells
3rd Shield of Faith, Purify Food and Drink
5th Essence Drain, Lesser Restoration
9th Essence Dono, Aura of Vitality
13th Aura of Life, Death Ward
17th Circle of Power, Raise Dead

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Kin Punishment. You can use your Channel Divinity to take someone else’s punishment. As an action, you can choose a number of creatures up to your Charisma modifier (minimum of 1) that you can see within 30 feet of you to take punishment on behalf of. Whenever a creature you choose takes damage, you take the damage instead. Each round, add half the total damage you take onto the damage roll of your next physical attack.

The effect lasts 1 minute and ends early if you are rendered incapacitated, fall unconscious, drop to 0 hit points, or die.

Reinforce Life. You can use your Channel Divinity to help a creature maintain their life essence. As an action, you can choose one creature that you can see within 30 feet of you to reinforce for 1 minute. For the duration, the creature has advantage on any Constitution saving throws that it makes to keep its hit dice from being stolen.

Aura of Communion

You are a wellspring of life essence for your allies. Whenever a creature within 10 feet of you expends any number of hit dice, you can use a reaction to expend your hit dice instead.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Devout Substitution

Your ability to take punishment on behalf of another has grown beyond just the physical. As a reaction whenever you see a creature within 30 feet of you fail a saving throw, you can expend 2 Paladin hit dice to accept the effects of the failure in its place.

You cannot use this ability if you also failed the same saving throw.

Righteous Last Stand

Since taking this oath, you have lived every day so that one day, when you may be asked to lay your life down for another, you’d be ready to, and that devotion has congealed into an almighty power inside of you. As an action while your current hit point total is below one half of your maximum, you can expend all of your remaining Paladin hit dice and erupt in an explosion of radiant power in a 60 foot radius centered on yourself. Roll a number of d10s equal to twice the number of Paladin hit dice expended. Each friendly creature within range regains hit points equal to the number rolled, and one hit die for each hit die you expended.

Any other creature within range must make a Constitution saving throw. It takes radiant damage equal to the number rolled and loses one hit die for each hit die you expended on a failed save, or half as much damage and does not lose any hit dice on a success.

After you use this ability, your hit point maximum is reduced to half, you drop to 0 hit points, and fall unconscious. (The Death Ward spell will not prevent you from dropping to 0 hit points as you are converting your remaining life essence into power, not taking damage.)

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