Base Class: Paladin
Paladins of the Oath of Preservation measure their every action by what effect it will have on others. They try to make sure that they are always saving more lives than they are destroying, improving more than they are worsening. A paladin who follows this oath might not hesitate to steal from the rich if they could then give the money to the poor.
Paladins of Preservation also take into account the infinite ripple effect. Killing a villain may end the villain's life, but it would save so many more. Each person is worth as much to a paladin of Preservation as the lives that they can save or end.
These paladins focus on preserving life in all its forms, except when preserving one life would end many more. If someone is going to kill many, these paladins would also have to stand strong and kill them quickly.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
See Evil and Good. As an action, you use your Channel Divinity to speak holy words and see the feelings in someone's mind. Force a creature that you can see to make a Charisma saving throw with disadvantage. On failure, you learn a rough description of its alignment, its goal(s), if any, and whether or not it has killed anything within the past ten minutes.
Ward Danger. As an action, you present your holy symbol and speak a prayer warding away threats. Using your Channel Divinity, you can choose a number of creatures up to your Charisma modifier (minimum of one) within 60 feet that you can see. Attack rolls made against those creatures have disadvantage for up to one minute. The effect ends early for a creature if it takes damage. The effect ends early for all creatures if you are incapacitated or killed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Preservation
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on death saving throws while you are conscious. When you are unconscious, you still gain this benefit, though others don't.
At 18th level, the range of this aura increases to 30 feet.
Avenging Spirit
Beginning at 15th level, when a friendly creature you can see takes damage, you can use your reaction to do radiant damage equal to 1d8 plus your Charisma modifier to the source of the damage.
Defender of Lives
At 20th level, as an action, you can emanate an aura of life and power. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
All friendly creatures, including you, in the light get +2 armor class as long as they have at least one hit point.
In addition, for the duration, your weapon attacks do 2d6 extra damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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