Paladin
Base Class: Paladin

Paladins who take the Oath of Self Sacrifice believe that they are the shield that protects the things they love, and are willing to die for. They are strong willed and can take hits from giants like it's nothing. These paladins are the first to jump into the fray when there is an invasion on their home or the innocent.

These paladins share the following tenets:

  • Be the protector for the innocent and your allies, even if that means death.
  • Never falter under impossible odds or imminent death.
  • You'd rather die than give up everything you love.

Oath of Self Sacrifice Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Self Sacrifice Spells table, you thereafter always have the listed spells prepared.

Oath of Self Sacrifice Spells
Paladin Level Spells
3 Compelled Duel, False Life
5 Enhance Ability, Warding Bond
9 Life Transference, Haste
13 Death Ward, Stoneskin
17 Mass Cure Wounds, Skill Empowerment

Level 3: Martyr Spirit

When you receive a condition, you can expend one use of your channel divinity to add your proficiency bonus to your AC for 1 minute. During this minute, any enemy in a 30 foot radius has disadvantage on attack rolls on anyone else other than you.

This feature doesn't activate or ends early if you are Incapacitated, Petrified, or Unconscious.

Level 7: Aura of Empathy

When any of your allies take damage while in your Aura of Protection, you can take up to your paladin level of damage in their stead. Whatever damage you cannot take, your ally takes.

Level 15: Last Stand

While you are hit points equal to or below three times your paladin level, you can do three attacks per action and add your CON modifier to your AC. When you are reduced to 0 hit points and are not killed outright, you can instead reduce to one hit point. Once you use this feature, you can't do so again until you finish a Long Rest.

The feature stops if you are incapacitated or you go above the hit points threshold.

At paladin level 20, you can do four attacks per action rather than three attack per action.

Level 20: Shield to All

As a Bonus Action, you can imbue your Aura of Protection with your spirit, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Equivalent Exchange. As a Bonus Action, you can expend up to your proficiency bonus of your remaining hit die to heal any allies within your aura. During the active time of this benefit, you cannot be healed, but you can stop this benefit at any time before Shield for All is up. For the hit dice you use, you gain the following buffs.

  • +1 AC for every two hit dies
  • +1 to Attack Rolls for every hit die
  • +1 to Damage Rolls for every hit die

If you end Equivalent Exchange early, you gain the ability to heal; however, you will suffer a punishment of -1 for every respective buff you had.

Sacrificial Pawn. All enemies within your Aura of Protection have Disadvantage on attacking everyone except you.

Sacrificial Strike. As a Reaction, you may grant an attacking creature within your reach Advantage on their attack. Afterwards, you are able to take an attack of opportunity to at Advantage against the attacking creature. A 19 or 20 on the die counts as a critical. You cannot take your reaction should you fall below 0 hit points using this feature. 

Activate Shield to All

As a Bonus Action, you can imbue your Aura of Protection with your spirit, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Equivalent Exchange. As a Bonus Action, you can expend up to your proficiency bonus of your remaining hit die to heal any allies within your aura. During the active time of this benefit, you cannot be healed, but you can stop this benefit at any time before Shield for All is up. For the hit dice you use, you gain the following buffs.

  • +1 AC for every two hit dies
  • +1 to Attack Rolls for every hit die
  • +1 to Damage Rolls for every hit die

If you end Equivalent Exchange early, you gain the ability to heal; however, you will suffer a punishment of -1 for every respective buff you had.

Sacrificial Pawn. All enemies within your Aura of Protection have Disadvantage on attacking everyone except you.

Sacrificial Strike. As a Reaction, you may grant an attacking creature within your reach Advantage on their attack. Afterwards, you are able to take an attack of opportunity to at Advantage against the attacking creature. A 19 or 20 on the die counts as a critical. You cannot take your reaction should you fall below 0 hit points using this feature. 

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