Paladin
Base Class: Paladin

In the depths of an asteroid belt, where civilizations eke out existence on remote space stations and rocky planetoids, paladins of the Oath of EVAC serve as the first line of defense against cosmic disasters. These paladins, sworn to protect and evacuate civilian populations from dying planets and catastrophic events, embody the virtues of swift response, protection, and justice through action.

The Oath of EVAC paladins are renowned for their unwavering dedication and selfless heroism. They are trained to assess and respond to emergencies with unparalleled efficiency, utilizing their combat prowess and divine magic to ensure the safety of innocent lives. When not in the midst of an evacuation, they pummel threats with righteous fury, delivering justice to those who would harm the vulnerable.

As a paladin of the Oath of EVAC, you stand as a beacon of hope in the darkness of space, embodying the principles of duty and compassion in your quest to protect those who cannot protect themselves.


Roleplaying Tips for the Oath of EVAC Subclass

  1. Protective Instincts

    • Emphasize your character's instinctive urge to protect civilians and innocent bystanders. Roleplay moments where you prioritize the safety of others over personal gain or safety, showing compassion and dedication to the oath you've sworn.
  2. Swift Response

    • Display a readiness to spring into action at a moment's notice. Roleplay your character's preparedness for emergencies, always keeping an eye out for signs of danger or distress and acting decisively to mitigate threats.
  3. Balanced Justice

    • While your primary focus is on protection and evacuation, remember your oath also includes delivering justice to those who would cause harm. Approach encounters with adversaries with a sense of resolve and determination to ensure they face consequences for their actions.
  4. Community Engagement

    • Interact with NPCs and party members in a way that reflects your role as a protector and first responder. Offer aid and assistance to those in need, and seek opportunities to build alliances and support networks that can aid in future evacuations or missions.

By embodying these roleplaying tips, you can create a compelling and heroic character for the Oath of EVAC subclass, embodying the virtues of protection, swift response, and justice in your sci-fi campaign.

Tenets of EVAC:

The Oath of EVAC binds paladins to the following tenets. While these tenets guide your actions, they are not enforceable by the strictures of any law or authority, but rather by your own conscience and the trust of those you protect.

  • Swift Response: You must always be ready to respond swiftly to any emergency or threat to innocent lives.

  • Protection: You must prioritize the protection and evacuation of civilians in times of danger.

  • Justice through Action: You must take action against those who endanger the lives of others, ensuring they face consequences for their actions.

Channel Divinity: Emergency EVAC

3rd-level Oath of EVAC feature

As an action, you can use your Channel Divinity to invoke the emergency evacuation protocol. Choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum of one creature). Each chosen creature gains temporary hit points equal to 2d10 + your paladin level. Additionally, for 1 minute, each creature gains advantage on saving throws against being frightened and can use its reaction to move up to its speed away from a hostile creature it can see or hear that ends its turn within 30 feet of it.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of EVAC Spells
Spell Name School Level Description
Cure Wounds Necromancy 1st A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
Detect Evil and Good Divination 1st For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
Sanctuary Abjuration 1st Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
Beacon of Hope Abjuration 3rd This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Sending Evocation 3rd You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
Guardian of Faith Conjuration 4th A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw.
Teleportation Circle Conjuration 5th You draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
Mass Cure Wounds Conjuration 5th A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier.
Planar Ally Conjuration 6th You beseech an otherworldly entity for aid. The creature must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power.
Regenerate Transmutation 7th You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

Aura of Vigilance

7th-level Oath of EVAC feature

You and friendly creatures within 10 feet of you can't be surprised as long as you are conscious, and other creatures don't gain advantage on attack rolls against you or your allies within that range due to being unseen by them.

Improved Emergency Evac

15th-level Oath of EVAC feature

When you use your Emergency Evac Channel Divinity feature, the temporary hit points granted increase to 4d10 + your paladin level, and the duration increases to 10 minutes. Additionally, creatures affected by Emergency Evac can use their reaction to make a melee weapon attack against a creature that moves within 5 feet of them or to make a ranged attack with disadvantage against a creature that moves within 30 feet of them.

Avatar of Rescue

20th-level Oath of EVAC feature

At 20th level, you can assume the form of an Avatar of Rescue as an action. For 1 hour, you gain the following benefits:

  • You emanate an aura of safety in a 30-foot radius, granting advantage on saving throws against effects that would cause harm or impair movement to you and your allies.

  • You have resistance to all damage from creatures that have harmed innocent creatures within the last minute.

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

Oath Of EVAC Image

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