Base Class: Paladin
Paladins who vow to the Oath of Safety and Health Administration vow to the power that comes from ensuring the safety and health of all. Sometimes called Knights of OSHA or Safety Dancers, they spend their time taking down liches, dragons, and other evil employers that refuse to guarantee the safety of their workers and their immortal souls.
Knights of OSHA are devoted to ensuring the safe working conditions of all, both peasants and serfs as well as powerful mages and clerics.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of O.S.H.A Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of O.S.H.A Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Shield |
| 5th | Calm Emotions, Find Traps |
| 9th | Clairvoyance, Protection from Energy |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Hallow, Greater Restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Unsafe Conditions You can use your channel divinity to help a friendly creature out when they are menaced by an unsafe work environment. That friendly creature gains advantage on all saving throws for the next minute.
Labor Shortage You can use your channel divinity to protect an enemy creature from overworking themselves during times of labor shortages. That enemy must make a Wisdom saving throw. Upon a failure,that enemy cannot make actions or reactions on any turn other than it's own for the next minute.
Aura of Environmental Safety
At 7th level, you and nearby friendly creatures within 10 feet gain resistance to all damage not caused by enemy attacks, abilities or spells.
At 18th level, this increases to 30 feet.
Ensuring Safety
At 15th level, you can directly ensure the safety of your allies. As a reaction when an enemy could attack you and instead chooses to attack an enemy, you can redirect that attack to you. You can use this feature a number of times equal to your Charisma modifier( a minimum of once). You regain expended uses when you finish a long or short rest.
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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