Base Class: Paladin
The gods may have left the Paladin, but the Paladin didn't leave the gods. The Oath of the Martyr Paladin is a holy saint that chooses to use less words and more actions to prove that his god and his allies are worth saving. They are willing to sacrifice everything to protect their allies but in doing so, empower themselves to overcome their foes. The Martyr Paladin is one who has seen many things in their days: the greed of kings, the desires of queens, the rage of wizards, and the fall of man. In this harsh world, they have given everything for their cause and keep nothing for themselves. Living a meager life, they drift from city to city, awaiting the cries of the downtrodden and forlorn to grace their ears. A warrior for the Light, they trudge on faithfully in the name of their god though their prayers may fall on deaf ears. In the mind of the Martyr Paladin, they will make others see the errors of their ways, words are not enough but actions are the true messenger of hope.
Oath of the Martyr Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Martyr Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Shield of Faith |
| 5 | Silence, Zone of Truth |
| 9 | Beacon of Hope, Remove Curse |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Dispel Evil and Good |
Channel Divinity
Unsung Hero. You can use one charge of your Channel Divinity to focus yourself and end this battle to save your allies. As an Action, you may reset your movement speed and travel up to double your movement speed as if you had used the Dash ability. This movement must end in an attack against an enemy. Make a melee attack against the target with Advantage. If the attack hits, reduce the targets Armor Class by 5 for one round and attack again without Advantage. If the second attack hits, reduce the targets Armor Class by 5 for one round and attack again with Disadvantage. If the 3rd attack hits, the target will bleed for 1d6 Piercing damage for 1d4 rounds. This bleeding effect does not effect Constructs or Undead. At the end of this ability, take 2 point of Exhaustion and become prone.
Inspiring Hope. You can use one charge of your Channel Divinity to inspire your allies to fight on for the cause. As a Bonus Action, remove all Fear or Charm conditions from you and your allies, and you and your allies within 30 feet become immune to Fear and Charm conditions for 1 minute. Any ally who benefits from this ability, also gains 10 Temporary Hit Points.
Sacrifice
At 7th level, the Martyr Paladin can sacrifice himself to save his allies. As a Reaction, absorb damage from all allies within 30 ft to yourself. All allies within 30 feet heal for an amount equal to the level of the Martyr Paladin times 2, while the Paladin takes damage to himself equal to his level for each ally within 30 ft. This damage cannot be offset by any means and cannot reduce the Martyr Paladin below 1 Hit Point. In addition, grant all allies within 30 feet Temporary Hit Points equal to the Martyr Paladins level.
This ability resets after a Long Rest. At 14th and 18th level, gain an additional use of this ability.
At 18th level, the range of this ability moves to 60 ft, and the Temporary Hit Points are equal to the Martyr Paladin's Level multiplied by 2.
Last Stand
At level 15, In the final moments, the Martyr Paladin fills themselves with righteous fury and determination, to end their foe, no matter the cost. When the Martyr Paladin is dealt damage that would reduce their Hit Points to zero or below, as a Reaction they may set their Hit Points to 1 and make a Melee Attack with Advantage against the target that dealt the damage to them. If the target who dealt the blow is not within range, the Martyr Paladin will throw their weapon as a Ranged Attack with Advantage against the target. If this attack hits the target, it is automatically a Critical Hit. If this Critical Hit kills the target, all allies gain Temporary Hit Points equal to the Martyr Paladins Level times 2 and one Heroic Inspiration. You fall prone at the end of this ability.
If the Martyr Paladin is not healed by an ally by the start of their next turn, they drop to zero Hit Points, fall unconscious and begin to die. The Martyr Paladin may not use any healing ability of their own to provide this healing to themselves. The Martyr Paladin gains 2 ranks of Exhaustion after using this ability.
This ability resets on a Long Rest.
My Life, For Yours
At level 20, When all is lost, the Martyr Paladin is willing to sacrifice themselves to save their allies. As an Action, remove all damage from from all allies, and restore them to Maximum Hit Points.
The Martyr Paladin absorbs all of this damage and nothing can prevent or reduce this damage in any way, this damage cannot reduce the Martyr Paladin below 1 Hit Point. Gain a Bonus Turn after this one and take the Attack action. During this Bonus Turn, you cannot heal yourself by any means, and you gain Advantage on all Attacks and Saving Throws, immune to Fear or Control based effects, and your movement speed is doubled. If your final attack hits the enemy, that hit is an automatic Critical Hit. After this Bonus Turn, gain 2 ranks of Exhaustion. If this ability would have reduced your Hit Points below 0, at the end of the Bonus Turn, you become incapacitated and begin making Death Saving Throws at the start of your next turn.
This ability resets after a Long Rest.
Warrior of Deep Faith
At level 20, your faith is all you have and drives you to perfection. As an Action, spend 1 minute praying to your god for guidance and protection. At the end of this prayer, all allies within 30 feet that could hear you gain 1 Heroic Inspiration, Advantage on their first Attack Action, and gain 5 Temporary Hit Points.
This feature resets after a Long Rest.
Previous Versions
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4/19/2025 1:15:35 PM
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Coming Soon
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