Base Class: Paladin
Many Paladins fight for justice, glory, or simply to smite the wrong in the world. Some, however, choose to serve the people around them, acting as the stepping stool to guide others. And some eviler paladins, upon breaking from their hate filled ways, choose to take penance for their actions by letting their allies and innocents walk all over them, to atone their crimes.
The Oath of Servitude is not an easy oath, nor is it one that you can take lightly. It is an oath of dedication in the service of others, treating your needs as inferior to theirs, willing to lay your life on the line for the good of everyone else.
Tenets of Servitude
The tenets of servitude act as the moral code that a paladin must control themselves to follow.
Protect the People: The livelihood of those who cannot protect themselves are most important. You are often their sole guardian, their only line of defense against the darkness, and must bear the brunt of it all to save them.
Serve The Strong: Your allies and your superiors are powerful because they've earned their place, and they should be rewarded and helped to maintain said place. You must help them achieve their goals as best you can, offering your hand as soon as you can.
Your Life is Forfeit: You mean nothing in the grand scheme of things, other than as a shield to save others. If a choice of life and or limb becomes presented, you must do everything in your power to carry the burden.
Smile Through It All: You're a beacon of cheer through your work, and your outward demeanor will affect the mood of those around you. If you want them to be happy, you must be happy yourself.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Servitude Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Servitude Spells
3rd - bless, cure wounds
9th - beacon of hope, conjure barrage
13th - death ward, guardian of nature
17th - hallow, wall of light
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.
Drawing Attention. You can use your Channel Divinity to create an annoyingly obvious presence. As an action, you force a number of hostile creatures up to your Paladin level that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes focused solely on for attacks you for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Helpful Compatriot. You can use your Channel Divinity to assist your allies with your radiant cheer. As an action, you may exude an energy towards one creature, granting them advantage on all skill checks within the next 10 minutes.
Aura of Enthusiasm
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a hostile creature makes an attack on a target other than you while in the aura, it gains disadvantage on the strike, and if it still lands an attack, it takes psychic damage equal to your paladin level.
At 18th level, the range of this aura increases to 30 feet.
Walking Defender
Starting at 15th level, you achieve your true duty as the shield of your party. At the start of your turn, if you took damage on your previous turn that reduced your normal hit points, you gain temporary hit points equal to the number of your allies within your aura + your paladin level. These temporary hit points last until your next short or long rest.
Unchained Devotee
At 20th level, you have achieved all you can as the helper and faithful ally to your friends, unlocking the true might of your powers and transforming yourself into a visage of an angel, radiant chains extending from your wrists. As an action, you can magically become the hero your party needs, gaining the following benefits for 1 minute:
- At the start of each of your turns, all hostile creatures within 30 ft. of you must make a Dexterity Saving Throw (DC {{savedc:cha}}) to avoid your chains, or take 10 radiant damage, and be forced to move 10 ft. closer to you. If a creature who failed their save cannot move any closer, they also take 10 psychic damage.
- A hostile creature that attempts to move more than 30 ft. away from you must make a Wisdom Saving Throw (DC {{savedc:cha}}) or be knocked prone. This does not occur if you move more than 30 ft. away from a hostile creature.
- If an ally within your auras would be knocked below 0 hit points and not killed, they instead are restored to 20 hit points and do not provoke attacks of opportunity during their next turn. If they are affected by this effect, they may not be affected by this effect again until they finish a long rest.
After activating the aura, you can’t do so again until you finish a long rest.
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