Base Class: Paladin
Paladins who take this oath know that there is more to life than meaningless bloodshed and wanton shows of force. By swearing this oath, you demonstrate that you have control over your abilities, or to show that you have done dark deeds, but plan to make amends as you move on toward greater days.
Tenets of Restraint
These tenets motivate their devotees to hold back from any reckless and unnecessary activity, striving to circumvent mistakes before they take place.Restraint from Action. Do not act without consideration when you have the time. Always try to think over your options with care.
Restraint from Bloodshed. Prevent violence against others when it can be avoided.
Restraint from Excess. Avoid indulgence in material obsessions, like alcohol, or gambling.
Restraint from Killing. When you must fight, always protect the life of an intelligent adversary as you would a bystander, for there are better ways.
Oath Spells
You gain Oath spells at the Paladin levels listed. See the Sacred Oath class feature for how Oath spells work.
Oath Spells
| Paladin Level | Spells |
| 3rd | Feather Fall, Sleep |
| 5th | Calm Emotions, Gust of Wind |
| 9th | Wind Wall, Slow |
| 13th | Private Sanctum, Compulsion |
| 17th | Modify Memory, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Diffuse and Protect. You can use your Channel Divinity to get the initiative when combat begins. When you roll initiative, you can use your Channel Divinity to gain a +10 bonus to the roll. You must make this choice before you roll initiative.
Disarm. As an action, you can use your Channel Divinity to seize weapons from those around you who would use them to harm others. Each creature of your choice within 20 ft. of you must make a Strength saving throw against your Spell Save DC. On a failure, any unsecured, nonmagical weapons the creature is wearing or carrying is thrown 20 ft. away from them, in a direction of your choice.
Aura of Mercy
Beginning at 7th level, you exude an aura of mercy.
Any creature within 10 ft. of you that drops to 0 hit points falls unconscious instead of dying, and any creature that starts its turn within 10 ft. of you while it has 0 hit points has advantage on death saving throws.
When you reach 18th level, the range of this aura increases to 30 ft.
Voice of Reason
At 15th level, you know how to lessen the suffering of those around you.
When a creature within range of your Aura of Mercy takes damage, you can use your reaction to subtract an amount equal to your Charisma modifier + your Proficiency bonus from the amount of damage they take.
Enforcer of Peace
At 20th level, you learn to take on the mantle of a paragon in the name of peace.
As a bonus action, you can magically assume the form of an enforcer of peace, gaining the following benefits for 1 minute:
- Every creature of your choice within your Aura of Mercy cannot drop below 1 hit point.
- You gain resistance to all damage.
- Once per turn, when you hit a creature with an attack roll, you can choose to forego dealing damage to magically restrain the creature. A restrained creature can use its action to break free by making a Strength (Athletics) check against your spell save DC, freeing itself on a success.
Once you use this bonus action, you cannot use it again until you finish a long rest, unless you expend a 5th level spell slot to do so again.
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