Base Class: Paladin
Those who take the oath of preservation generally have a deep caring for other beings.
Though the exact words and strictures of the Oath of Preservation vary, paladins of this oath share these tenets.
- Integrity: Maintain a high moral standing.
- Self Sacrifice: Value protecting others over fear for ones self. Do not be careless, living another day may always allow you to save more in the future.
- Avoid Conflict: Avoid unnecessary death and damages. Though sometimes killing 1 now can save many later.
- Fairness: Treat others with equality. Every life is equally as valuable.
- Purity: Avoid substances that may taint the body. Seek to purify others of such ailments.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Compelling Aura. As an action, you can exude a compelling aura, using your Channel Divinity. For 1 minute, if an enemy targets an ally that is within 10ft of you for an attack, you can force that creature to make a Wisdom saving throw against your spellcasting DC. On a success nothing happens, on a failure the attacker can then choose to either redirect the attack towards you or continue to attack the original target at disadvantage at they try to resist this aura.
If the attacker is within 5ft of you when they make the save to resist this affect, they have disadvantage on that save.
Divine Preservation. As an action, you present your holy symbol and speak a prayer seeking protection, using your Channel Divinity. Choose any number of friendly creatures within 30ft of you, those creatures gain temporary HP equal to 1/2 your paladin level (rounded up) + your Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Preservation Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Preservation
Healing Hands
Protecting Glow
At 20th level, can use your action to emanate a glow of dim green light for 30ft from you. This glow lasts for 1 minute or until you fall unconscious. Friendly creatures (including yourself) entirely within the light gain the following effects:
- When a friendly creature in the area would fall to 0 HP they can make a constitution saving throw with a DC equal to 5 + 1/2 the damage taken. On a success they drop to 1 HP instead. Once a creature passes this save they can't make it again until the start of their next turn.
- Targets within the area can choose their AC calculation to be 10 + their Dexterity Modifier + your Charisma Modifier.
- While in the glow a friendly creatures can use their action to expend one of their hit dice to recover HP equal to the amount rolled + their Constitution Modifier + your Charisma Modifier
Once you use this ability, you must complete a long rest before you can use it again.
Previous Versions
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2/5/2021 4:44:01 PM
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4/2/2021 4:26:00 PM
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