Paladin
Base Class: Paladin

The hero that rises from the ashed of great shame or defeat chooses the Oath of Valor as a path to redemption; "My glory was stripped away because I stood alone, to turn the tide we must stand together."

The oppressed take the Oath of Valor in secret, to lay down their lives and free their people; "The suffering of the few is a small price to pay for the freedom of many."

The warrior makes the Oath of Valor so that their fallen enemies and comrades may rest in peace; "If I could not protect you in life, at least I can do so in death."

Tenets of Valor

  • Glory: Achieve greatness and inspire others to do so as well.
  • Sacrifice: Protect the weak, for they are not lesser than yourself.
  • Mercy: I'm a healer, but...

Channel Divinity

 

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Protect the Weak: As a reaction, when an ally is injured by another creature, you may use the dash action to move toward the creature that harmed them. If you move within 5 feet of that creature, they must roll with disadvantage to hit targets other than you for 1 minute.

This effect ends if you are Prone, Restrained, or Unconscious. 

Mercy Kill: As an action, you attempt to end the suffering of an injured creature. If the injured creature has remaining hit points less than or equal to your remaining Lay on Hands pool, you expend your entire healing pool to lay their soul to rest. Creatures killed by this effect cannot be resurrected or reanimated as undead.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Emissary of Peace

Starting at 7th level, you have advantage on Charisma checks to avoid conflict while you are conscious.


At 18th level, you and friendly creatures within 20 feet of you cannot be frightened while you are conscious.

Fist of Mercy

Beginning at 15th level, you may attempt to Mercy Kill as a bonus action.

Pain is Temporary, Glory is Forever

Beginning at 20th level, once per day, your weapons and armor shine and glow like all the stars in the heavens for 1 minute. During this time, when an ally within 30 feet of you is reduced to 0 hit points , you can use your reaction to stabilize them instantly with a successful DC 12 Charisma check. Allies within this radius may cast Divine Smite for the duration if they have spell slots, ignoring the melee weapon restriction. Additionally, evil-aligned creatures less than CR 2 that can see you are turned for the duration.

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