Paladin
Base Class: Paladin

Paladins of the Oath of Rescue dedicate themselves to saving innocent lives from evil acts, natural disasters, accidents, and other misfortunes. These brave warriors believe that every life has value; they will do whatever is within their power to save as many lives at risk as possible, and they despise those who put others in danger—whether deliberately or through recklessness. Many belong to search-and-rescue groups—official or otherwise—and are regarded as local heroes. This altruism often takes a toll, manifesting as deep guilt over failing to save someone or resulting in the paladin meeting an untimely death during a rescue.

These paladins share the following tenets:

• Prioritize saving innocent lives.

• Act with caution and rebuke the reckless.

• Whenever possible, eliminate the root cause of threats to innocent lives.

Level 3: Oath of Rescue Spells

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

Oath of Rescue Spells
Paladin Level Spells
3 Healing Word, Sanctuary
5 Lesser Restoration, Vortex Warp
9 Beacon of Hope, Mass Healing Word
13 Death Ward, Otiluke's Resilient Sphere
17 Greater Restoration, Mass Cure Wounds

Level 3: First Responder

At 3rd level, you gain the following benefits:

Helping Hand. On your turn, you can take the Help action as a Bonus Action.

Wounded Carrier. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Search for Survivors. Your Divine Sense can also detect the presence of creatures with current Hit Points below their maximum.

Level 3: Altruism Blessing

Also at 3rd level, immediately after you use the Help action, cast one of the spells from the Oath of Rescue Spells table, or otherwise restore hit points to one or more creatures, you can expend a use of your Channel Divinity to grant yourself and all targets of the original effect the following benefits, which last until the end of your next turn:

• Speed increases by 10 feet.

• AC bonus equal to your Charisma modifier.

• When starting a turn with the Prone condition, can use a Reaction to end that condition on themself.

Level 7: Aura of Rescue

At 7th level, you and allies within your Aura of Protection gain a Climbing Speed and a Swimming Speed equal to your Speed and do not need to spend extra movement when moving through Difficult Terrain. At the end of a Long Rest, you can choose a number of creatures within your Aura of Protection equal to your Charisma modifier to gain these benefits even while outside your Aura of Protection for 8 hours.

Level 15: Efficient Protector

At 15th level, you gain the following benefits:

Swift Aid. Whenever you cast a spell from the Oath of Rescue Spells table that has a casting time of an action, you can cast it using a Bonus Action instead.

Saving the Victim and Eliminating the Culprit. Whenever you restore Hit Points to a creature by expending a spell slot during your turn, the next weapon attack you hit before the end of your next turn deals an extra 2d8 Radiant damage.

Level 20: Great Savior

At 20th level, as a Bonus Action, you gain the benefits below for 10 minutes 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).

Flight. You have a Flying Speed of 60 feet and can hover.

Safe Haven. Whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn within it, that ally gains Temporary Hit Points equal to 2d8 plus your Charisma modifier.

Protection and Retaliation. When an ally you can see within your Aura of Protection takes damage, you can use your Reaction to halve that damage. As part of the same Reaction, you can force an enemy you can see within your Aura of Protection to make a Wisdom saving throw against your spell save DC. On a failure, the enemy takes Radiant damage equal to the damage the ally actually took. On a success, the enemy takes half that damage. If that enemy caused the damage that triggered the Reaction, it automatically fails this saving throw.

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