Paladin
Base Class: Paladin
 

Oath of the Safety and Health Administration

The Oath of the Safety and Health Administration is one of the most bureaucratic of the Celestial Plane. Often Aasimars, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they believe in the need for protections against exploitative and unsafe work conditions, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with hard hats, safety vests, and protective eyewear—to reflect their commitment to workplace safety and regulations in the world.

TENETS OF THE WORKPLACE

The tenets of the Oath of the Safety and Health Administration have been preserved for uncounted centuries. This oath emphasizes the principles of law and protection over good or evil. Its four central principles are simple.

Speak to the Supervisor. Use systems of power to your advantage.

Ensure the Safety of Others. Where there are people working, strive to ensure that no harm comes to anyone as a result of unsafe practices.

Confront Exploitation. Fight against abuses of power within the system.

Encourage Unionization. Be a glorious beacon for collective bargaining.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Foreman's Wrath. You can use your Channel Divinity to invoke structural forces to ensnare a foe. As an action, you can cause a spectral safety harness to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the harness, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the harness vanishes.

Turn Safety Hazards. You can use your Channel Divinity to utter ancient words that are painful for undead and fiends to hear. As an action, you present your holy symbol, and each undead or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Safety and Health Administration Spells
Paladin Level Spells

3rd

sanctuary, feather fall

5th

find traps, spider climb

9th

mass healing word, speak with dead

13th

fabricate, death ward

17th

mass cure wounds, animate objects

Aura of Celestial Safety

Beginning at 7th level, bureaucratic magic lies so heavily upon you that it forms a celestial safety net. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Regulations Written in Blood

Starting at 15th level, when you or an ally is reduced to 0 hit points and is not killed outright, you can choose for them to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Celestial Champion

At 20th level, you can assume the form of a Planetar.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Resistance to Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
  • You have a flying speed of 120 feet, and True Sight for 120 ft. You can speak all languages. 
  • Whenever you hit with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). 
  • You have 200 hit points while in this form. Your spell save DC becomes 20, if it is not already.
  • You can cast Healing Touch one time while transformed (The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.)

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Foreman's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause a spectral safety harness to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the harness, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the harness vanishes.

Turn Safety Hazards. You can use your Channel Divinity to utter ancient words that are painful for undead and fiends to hear. As an action, you present your holy symbol, and each undead or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Safety and Health Administration Spells
Paladin Level Spells

3rd

sanctuary, feather fall

5th

find traps, spider climb

9th

mass healing word, speak with dead

13th

fabricate, death ward

17th

mass cure wounds, animate objects

Aura of Celestial Safety

Beginning at 7th level, bureaucratic magic lies so heavily upon you that it forms a celestial safety net. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

 

Regulations Written in Blood

Starting at 15th level, when you or an ally is reduced to 0 hit points and is not killed outright, you can choose for them to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

 

Celestial Champion

At 20th level, you can assume the form of a Planetar.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Resistance to Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
You have a flying speed of 120 feet, and True Sight for 120 ft. You can speak all languages.
Whenever you hit with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Your have 200 hit points while in this form. Your spell save DC becomes 20, if it is not already.
You can cast Healing Touch one time while transformed ( The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.)

Once you use this feature, you can’t use it again until you finish a long rest.

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