Base Class: Paladin
The Oath of Altruism believes in protecting those who are unable to defend themselves and will do so by any means necessary, including using their own body if they must. These Paladins are seen as a shining beacon to everyone that allies themselves with one, many will say that just seeing one lets you know you'll make it home.
These Paladins share the following tenants:
● Put others before yourself.
● Always protect those closest to you, be it physically or emotionally.
● Ignore what harm befalls you if it means making sure someone else doesn't take it.
Level 3: Oath of Altruism Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Altruism Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Sanctuary |
| 5 | Prayer of Healing, Warding Bond |
| 9 | Beacon of Hope, Spirit Guardians |
| 13 | Death Ward, Guardian of Faith |
| 17 | Greater Restoration, Hallow |
(There was originally supposed to be Compelled Duel over Sanctuary and Circle of Power over Hallow but I need to buy the 2024 book or something)
Level 3: Vow of Selflessness
Whenever you or an opposing creature you can see within 30 feet of you starts their turn, you can expend one use of your Channel Divinity to utter a vow that no harm will befall your allies to creatures you can see within 30 feet of yourself. Target a number of creatures within 30 feet of you equal to your Charisma Modifier (minimum of one creature) to have Disadvantage on attack rolls against creatures other than you. This lasts for 1 minute or until you use this feature again.
Level 7: Aura of Compassion
Your Aura of Protection is now a 20-foot Emanation. If you have Aura Expansion your Aura of Protection is instead a 40-foot Emanation.
In addition, hostile creatures that are fully within your Aura of Protection cannot willingly exit, though if you move or are moved out of their space they are then free to move.
Level 15: My Body as Your Shield
Once per round, when a creature you can see within your Emanation would take damage, you can instead use your Reaction to magically take the damage, and if you do, you can subtract damage from it equal to your Charisma or Constitution Modifier (your choice) times your Proficiency Bonus. If the damage would drop their HP to 0, you can subtract damage from it equal to your Charisma PLUS your Constitution Modifier times your Proficiency Bonus instead. You can use this feature a number of times equal to your Proficiency Bonus (min once) and you regain all expended uses when you finish a Long Rest.
(Ex. Lets say your Charisma Modifier is +3, Constitution Modifier is +5, and your Prof Bonus is +5. You can either use your Cha Mod to to reduce the incoming damage by 15 [3*5], OR, your Con Mod to reduce the incoming damage by 25 [5*5]. And in the case it would drop an ally to 0, you reduce the incoming damage by 40 [(3+5)*5])
Level 20: The Peoples Armor
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Center of Attention. Hostile creatures within your aura can only move straight towards you.
Persistence. Whenever your allies within your aura, they regain 2d6 Hit Points.
True Savior. Your allies in the aura gain an additional bonus to their saving throws equal to half your Charisma modifier (rounded down).
Previous Versions
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11/18/2025 2:51:24 AM
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38
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13
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Coming Soon
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