Paladin
Base Class: Paladin

Paladins who stand when the world is ending.When the gods fall silent and kingdoms rot, some paladins do not crusade they endure.

Paladins of the Oath of the Survivor are wardens of the final hours, shielding the innocent from horrors that creep from the dark places of Saveron. They do not promise victory only that someone will live to see tomorrow.

These paladins are common near blighted frontiers, collapsing empires, plague zones, and regions stalked by Nameless Things, dead gods, and crawling calamities.

These Paladins share the following tenets:

  • The world will break, you must not
  • Those who can’t fight still deserve another tomorrow
  • If monsters come, let them find you first
  • Even one life saved defies the end

Level 3: Oath of the Survivor Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of the Survivor Spells
Paladin Level Spells
3 Sanctuary, alarm
5 Aid, Warding bond
9 Beacon of Hope, remove curse
13 otilukes resilient sphere, death ward
17 Hallow, wall of force

Level 3: Band Together

3rd-level Oath of the Survivor feature

When the end draws near, survival belongs not to heroes but to those who stand as one.

As a bonus action you can expend one use of your channel divinity and bind yourself and allies through shared resolve. Choose a number of creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you for 1 minute, affected creatures gain a 1d4 bonus to ability checks, attack rolls and saving throws

Level 3: Defy the Inevitable

3rd-level Oath of the Survivor feature

When a creature you can see within 30 feet of you would be reduced to 0 hit points, you can use your reaction to invoke your Channel Divinity.

That creature instead drops to one hit point and gains a number of temporary hit points equal your paladin level (rounded up). The creature has resistance to all damage until the end of its next turn.

Level 7: Aura of the Last Light

At 7th level you begin to emit a quiet, stubborn defiance against extinction. You and friendly creatures within 10 feet of you gain:

Resistance to necrotic damage, advantage on death saving throws In addition while within the aura, creatures of your choosing cannot have their hit point maximum reduced.

At 18th level, the aura radius increases to 30 feet.

Level 15: Lives still need Saving

At 15th level you uncover a terrible truth of the end times: as long as others yet breathe, you may not fall.

When a creature of your choice within 10 feet of you would take damage, you can use your reaction to take that damage instead. Damage transferred this way ignores resistance and immunity. If this damage would reduce you to 0 hit points, you instead drop to 1 hit point and gain one level of exhaustion.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Final Stand

You become a living bastion against oblivion. As a bonus action, you assume this form for 1 minute and gain the following traits:

  • Resistance to all damage
  • Immunity to frightened, charmed, paralyzed, and stunned
  • You cannot be moved against your will
  • At the beginning of your turn each creature of your choice within 30ft of you regains 4d6 hit points

Once you use this feature you can do so 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).

 

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1/30/2026 11:52:57 PM
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