Base Class: Paladin
The Oath of EVAC binds paladins to the following tenets. While these tenets guide your actions, they are not enforceable by the strictures of any law or authority, but rather by your own conscience and the trust of those you protect.
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Swift Response: You must always be ready to respond swiftly to any emergency or threat to innocent lives.
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Protection: You must prioritize the protection and evacuation of civilians in times of danger.
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Justice through Action: You must take action against those who endanger the lives of others, ensuring they face consequences for their actions.
Channel Divinity: Emergency EVAC
3rd-level Oath of EVAC feature
As an action, you can use your Channel Divinity to invoke the emergency evacuation protocol. Choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum of one creature). Each chosen creature gains temporary hit points equal to 2d10 + your paladin level. Additionally, for 1 minute, each creature gains advantage on saving throws against being frightened and can use its reaction to move up to its speed away from a hostile creature it can see or hear that ends its turn within 30 feet of it.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of EVAC Spells
| Spell Name | School | Level | Description |
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| Cure Wounds | Necromancy | 1st | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. |
| Detect Evil and Good | Divination | 1st | For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. |
| Sanctuary | Abjuration | 1st | Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. |
| Beacon of Hope | Abjuration | 3rd | This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. |
| Sending | Evocation | 3rd | You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. |
| Guardian of Faith | Conjuration | 4th | A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. |
| Teleportation Circle | Conjuration | 5th | You draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. |
| Mass Cure Wounds | Conjuration | 5th | A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. |
| Planar Ally | Conjuration | 6th | You beseech an otherworldly entity for aid. The creature must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. |
| Regenerate | Transmutation | 7th | You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). |
Aura of Vigilance
7th-level Oath of EVAC feature
You and friendly creatures within 10 feet of you can't be surprised as long as you are conscious, and other creatures don't gain advantage on attack rolls against you or your allies within that range due to being unseen by them.
Improved Emergency Evac
15th-level Oath of EVAC feature
When you use your Emergency Evac Channel Divinity feature, the temporary hit points granted increase to 4d10 + your paladin level, and the duration increases to 10 minutes. Additionally, creatures affected by Emergency Evac can use their reaction to make a melee weapon attack against a creature that moves within 5 feet of them or to make a ranged attack with disadvantage against a creature that moves within 30 feet of them.
Avatar of Rescue
20th-level Oath of EVAC feature
At 20th level, you can assume the form of an Avatar of Rescue as an action. For 1 hour, you gain the following benefits:
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You emanate an aura of safety in a 30-foot radius, granting advantage on saving throws against effects that would cause harm or impair movement to you and your allies.
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You have resistance to all damage from creatures that have harmed innocent creatures within the last minute.
Once you use this feature, you can't use it again until you finish a long rest.
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