Paladin
Base Class: Paladin

In the unpredictable world that we live in, there are some situations where the best result possible is damage control. Even the act of saving lives will cost lives. Indeed, it is the hope of all good men that this day does not come to pass. Yet it must come to pass, and we must be prepared for it to arrive. How else can we see it depart?

Someone must bear the burden. You cannot pass this duty to another. If not you, then who?

Not all can be saved. Your mission is not for the sake of any one person, but to the preservation of life itself.

The last resort. It is with great deliberation that this decision must be made. The last resort is a threat to all, not least yourself.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 expeditious retreat, healing word
5 calm emotions, warding bond
9 mass healing word, speak with dead
13 dimension door, resilient sphere
17 dominate person, legend lore

Channel Divinity

Also at 3rd level, you gain access to the following Channel Divinity options.

Triage. As an action, you can place a creature under triage, protecting it from further harm when critically injured. The first time a triaged creature would be reduced to 0 Hit Points, it is instead left with 1 Hit Point. This effect ends after the creature takes a long rest.

Manage Expectations. In order to minimize casualties, you must prioritize those who can be saved. As an action, you grant willing creatures of your choice within 30 feet temporary hit points equal to 1d10 + your Paladin level. However, any creatures that receive this benefit automatically fail one death save if reduced to 0 Hit Points until they take a long rest.

Maintain Authority

Even in dire situations, you must remain steadfast; those around you cannot afford to lose hope. At the start of your turn, if you are below half your maximum Hit Points, you impose disadvantage on the first attack made by creatures of your choice within 10 feet of yourself each turn.

At 18th level, this radius increases to 30 feet.

Desperate Measures

Mourning for the lost is a luxury that you cannot afford in a crisis. You gain a bonus to your AC, attack rolls, and saving throws equal to the number of friendly creatures within 30 feet that have been reduced to 0 Hit Points within the last minute.

Let Them Fight

It is time. You can only hope that your preparations have been enough.

As an action, you can press the Big Red Button, unleashing a terrible wail which can be heard up to 1 mile away. As a confirmation measure, The Big Red Button must be pressed continuously for 1 minute (10 rounds) in order to activate. When The Big Red Button activates, the following effects occur:

  • All creatures within 120 feet of yourself take radiant damage equal to twice your maximum Hit Points. This damage cannot be reduced or resisted in any way.

  • You die. Any affect that would prevent your death is ignored, and your soul is obliterated. You cannot be resurrected by any way, including by means of the wish spell or divine intervention.

  • The Tarrasque appears at your former location. You have no influence over its behavior; the Tarrasque is hostile to all lifeforms, and will attack whatever it perceives to be the biggest threat. In addition, the Tarrasque receives an increase in maximum Hit Points equal to twice your Hit Point maximum, as well as a breath weapon which can be used in place of a bite attack, dealing 40d6 (140) radiant damage to creatures in a 120 foot line, 10 feet wide. The DC of this breath weapon is equal to your Paladin spell save DC.

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