Paladin
Base Class: Paladin

The Oath of Deliverance is a commitment to dispense what is deserved to the deserving, whether wicked or worthy. When evils commit atrocities unchallenged, when heroes lie in unmarked graves, when the weak are oppressed and the powerful are corrupt - it is times like these when a paladin may swear an Oath of Deliverance and embark on an unceasing path of rescue, recompense, and retribution. Those sworn to the Oath of Deliverance act both as shepherds of the downtrodden and as fail-safes ensuring that justice lives, to be visited upon the unjust. To these paladins - sometimes known as Bearers - the most selfless and just of acts are to rescue the weak, deliver them from evil, and allot judgment to those who stand opposed.

The tenets of the Oath of Deliverance are relatively rigid, being that all the tenets revolve around protection, both of those in need and of the institution of justice itself. Paladins who uphold these tenets are protectors first and foremost, though there exist some whose interpretations of the Oath emphasize retribution or even revenge. Many of these paladins swear the Oath of Deliverance as a measure of atonement by which they believe they can right their own past wrongdoing, or redeem a failure to protect someone they have lost.

By The Unwavering Hand.

If injustice prevails in my presence, it is because I have failed in my duty. I must always seek righteousness, and I must never shrink from opposing evil.

Justice is Intrinsic.

The nature of existence is such that justice prevails within all life when it is preserved and upheld. This is my purpose.

No Matter the Cost.

There is no length I would not go to in order to deliver what is deserved. Whether punishment or aid, no righteous balance goes unpaid.

Our Charge Is Eternal.

It is my most solemn, sacred and lifelong duty to shelter from evil those who cannot shelter themselves. Above all, this is the meaning of Deliverance.

Channel Divinity Options

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

Swift Payment - As a bonus action, you can focus your attention on intervention. For 1 minute, you can take 2 reactions per round and your movement speed increases by 10 feet. You may not use the same reaction twice in one round.

Peerless Intervention - As a reaction, when a creature you can see within 60 feet hits a target with a melee attack, you may teleport to within melee range of that creature,  impose disadvantage on its roll, and force the creature to re-roll the attack on you instead.

Oath Spell List

You gain oath spells at the paladin levels listed.

Oath of Deliverance Spells

Aura of Salvation

Starting at 7th level, your protective actions radiate a powerful sense of calm and safety. When you use any reaction, you may choose any ally within 10 feet to regain a number of hitpoints equal to your paladin level.

*For Peerless Intervention, this occurs at the location you teleport from, AND at your destination.*

Additionally, whenever an ally within 10 feet uses their reaction, you gain a number of temporary hitpoints equal to your Charisma modifier.

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

 

Divine Intervention

Starting at 15th level, your ability to protect others has been judged worthy by the divine. You may now use your Peerless Intervention without Channel Divinity. You may do this a number of times per long rest equal to your Proficiency Bonus.

Additionally, when you use a spell slot as part of your Divine Smite, you may heal yourself or a creature within 30 feet for 1d8 per spell level + your Charisma modifier.

 

 

Paragon of Deliverance

At 20th level, you can embody Deliverance itself. Once per long rest, you may use an action to undergo a transformation. For 1 minute, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 90 feet. While in this form, you shed bright light in a 90 foot radius.
  • Your Peerless Intervention may now target any creature or ally you can see in the bright light, and has unlimited uses for the duration.
  • You gain resistance to all damage.
  • You have advantage on all Saving Throws and Ability Checks.
  • As a free action on your turn, you may choose one ally or enemy creature within the bright light.
    • An ally gains +2 to AC, Advantage on all Saving Throws, and resistance to all damage until the end of your next turn.
    • You have advantage on all attacks made against any chosen enemy until the end of your next turn. Additionally, any chosen enemy hit by one of your attacks must make a Charisma Saving Throw or be Frightened of you for 24 hours. A creature that succeeds this Saving Throw is immune to this effect for 24 hours.

 

Previous Versions

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12/4/2025 12:45:08 PM
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