Paladin
Base Class: Paladin

Paladins under the Oath of the Survivor are victims of a horrific past. Whether that be the death of a loved one or trauma from a battle, these paladins are united by their common horrors. They believe that surviving these traumatic incidents has made them stronger, physically and mentally. After undertaking this oath, they use the incidents of the past to become fierce warriors, protecting those in similar situations. They do not forget the past, they use it to be better than they once were.

TENETS OF SURVIVAL

The tenets of the Oath of the Survivor drive a paladin to help others in need and to do anything they need to survive.

At All Costs. Do whatever it takes to survive the day, no matter the cost.

Bound to the Past. Do not remove yourself from your past, but embrace it.

Helping Hand. You must help others in situations like the ones you once were in.

Merciless. You mustn't let those who harm others survive.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Protect the Helpless. When you see a hostile creature make an attack against a target other than yourself, you can use your reaction to cause the hostile creature to instead attack yourself. Make a DC 13 Performance check. On a success, you take half the damage the hostile creature had attempted to inflict, as your survival instincts kick in and attempt to help those in need, and the hostile creature takes the other half of the damage. This damage cannot be reduced in any way. The damage inflicted on you and the hostile creature is radiant damage. On a failure, you take half of the original damage, and the original target takes half of the damage.

Survive the Fierce. As a bonus action on your turn, you can use your Channel Divinity to restore a number of hit points equal to 2d6 + your paladin level to yourself and up to 5 other creatures within 20 feet of you, as your survival abilities grant you the strength you and your allies need to continue fighting.

Oath Spells

 You gain oath spells at the paladin levels listed in the Oath of the Survivor Spells table. See the Sacred Oath class feature for how oath spells work.

Level Spells

3rd

hellish rebuke, heroism

5th

invisibility, protection from poison

9th

fear, remove curse

13th

blight, death ward

17th

contagion, hallow

Bonus Proficiency

You gain proficiency in survival if you aren't already proficient.

Aura of Survival

At 7th level, you begin to emanate an aura of protective energy, which helps you and your allies to survive even the most dire of circumstances. You and all friendly creatures within 10 feet of you gain resistance to radiant and necrotic damage, and you cannot be charmed by, and have advantage on attacks, saving throws, and ability checks against creatures of the following types: aberrations, celestials, elementals, fey, fiends, or undead. If you or an ally in the aura already has resistance to radiant or necrotic damage, you instead gain immunity to those damage types.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

 

Survivor's Reflexes

At 15th level, when you are hit by a melee attack, you can make one melee weapon attack as a reaction, as your survival instincts kick in and rebuke those who harm you.

Phoenix from the Ashes

Once per long rest starting at level 20, as a bonus action you can shed all negative emotions of your past for 10 minutes and become a fully transformed, literally and figuratively, creature, as you take on the features of a phoenix. For the duration, you gain the following benefits:

  • You sprout flaming wings, and you gain a flying speed equal to your walking speed.
  • Every time you make a melee weapon attack, you deal an additional 4d6 fire damage.
  • Every time you are attacked by a hostile creature, the hostile creature takes fire damage equal to your paladin level.

When the 10 minutes end, or if you use a bonus action to revert to normal, you explode in a fiery burst. Each hostile creature within 60 feet of you takes 3d10 fire and 3d10 radiant damage. 

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