Paladin
Base Class: Paladin

The Oath of Sacrifice calls to those who lay everything on the line for the destruction of opposition or the protection of the innocent. They are candles that burn bright and fast. Adhering to the ideals of sacrifice for the greater good.

TENETS OF SACRIFICE

The tenets of the Oath of Sacrifice drive a paladin to value life and use their own as the sharpest blade or the kindest healer.

Mutual Punishment. Face the enemy with the same ferocity you will inflict on yourself.

Love through Suffering. For those you care for, you must show what lengths you are willing to go to for them.

Strength from Pain. All negative experiences are an opportunity to grow stronger in some way.

Forgiveness through Death. True forgiveness is earned through death, whether it be true death or ego death. One is only forgiven when the truest of changes begins.

Struggle to Slay

3rd-level Oath of Sacrifice feature

Upon taking this oath you cast aside the old life you once had. To grow from individual strength and struggle through the very base of your will. You no longer have access to Paladin spellcasting or the Divine Smite class feature. Any spell slots that the Paladin class would have given you are now revoked as you embrace steel and skill, all features that require a saving throw use your Paladin Save DC. You gain proficiency in improvised weapons and gain the following:

Struggle. You now have a resource called Struggle of which you have a maximum equal to your Paladin level. Struggle starts out empty at the end of a short rest and can be gained through the following:

  • Failing a Roll grants you 1 Struggle per turn. Rolling a natural 1 instead grants you 3 Struggle.
  • Taking damage equal to or more than your Paladin level grants you 5 Struggle.
  • Using unique object interactions grants you 1 Struggle per interaction per round.
  • Reducing a target to 0 hit points with Slay grants you 1 Struggle.
  • Entering initiative against a target with Legendary Actions or Mythic Actions immediately grants you Struggle equal to your Paladin level.

Slay. Replacing your ability to smite your foes, you now have a trained ability to enhance your attacks through Struggle. When you hit a creature with a weapon attack, you can expend 1 Struggle to deal additional damage to the target using your weapon's base damage for its damage type, in addition to the weapon's damage. The extra damage is 1d8 using 1 Struggle, dealing an additional 1d8 per additional Struggle expended to a maximum of 4d8. The damage increases by 1d8 if the target is an undead, fiend, fey, or celestial.

In addition the following is a table for Slay's enhancements unlocked at the appropriate level when expending additional Struggle.

Slay Enhancements

Struggle Effect
5 Rending your weapon through your target, after rolling damage for Slay you force the target to make a Constitution saving throw or become Mauled until the end of their turn. A target that is Mauled losses an additional die of hit points from the Bleeding condition and has resistance to all forms of healing.
7 When your weapon draws blood you chase the assault, after rolling damage for Slay if you are within 5 feet of your target you force it to make a Strength saving throw or be pushed 15 feet away and fall prone, during which you may choose to freely move with them and make an additional attack as part of Slay. (Once per turn)
9 Through the sheer grit of your weapon you rend forth the will to push forward and stifle your foe, after rolling damage for Slay you force the target to lose a number of hit die equal to (1d4 + your Charisma modifier). You then restore that many hit die. If the target has no remaining hit die then it becomes Dazed for 1 minute. A target suffering the Dazed condition can only move or take an action on its turn, not both. It cannot take bonus actions. The target may make a Constitution check DC 15 at the end of its turns to attempt to end the Dazed condition.
13 The sheer intensity of your fury rips through your enemy, after rolling damage for Slay you force the target to make a Dexterity saving throw or be Crippled for 1 minute. While a target suffers from Crippled it is always treated as moving through difficult terrain for its movement and takes 1d8 necrotic damage any time it stands up from being prone. The target may make a Medicine check DC 15 as a bonus action to end the Crippled condition early.
17 With greater strength you rend your foe and leave them maimed, after rolling damage for Slay you force the target to make a Constitution saving throw or roll on the Lingering Injuries table on a failure. (Alternative Lingering Injury tables may be used at your DM's discretion)
20 Unleashing the depths of your wrath you leave no movement wasted in a series of decisive strikes, after rolling damage for Slay you perform a flawless movement that does not provoke attack of opportunities up to your movement speed. If you are within range of a target you may make an attack after which you then may move 5 feet without provoking an attack of opportunity. Repeating this until you have made a total of 9 attacks in rapid succession. These attacks happen so quickly that they appear to overlap into a single ruthless assault that cannot be reacted to, treating all attacks during this time as a single source of damage. If this attack drops a target to Critical condition (a quarter of its maximum hit points) you may choose to force it to make a Constitution saving throw or take 10d8 + 20 damage of your weapon's damage type. Taking half as much damage on a success. A target that drops to 0 hit points as a result of taking damage from this saving throw immediately dies, having its corpse split into 9 parts with a special condition marking their corpse parts called Slayed. While a corpse part is considered Slayed it cannot be resurrected by any means. The Slayed condition may only be removed from a corpse by performing a Ceremony or similar ritual while in possession of all 9 corpse parts. This process must be done over the course of 8 hours after which a Charisma check DC 20 must be made to fully reclaim the corpse parts, during which now it may be properly resurrected.

Channel Humanity

3rd-level Oath of Sacrifice feature

Your aura and strength come from a deep reliance on yourself and what your hands can accomplish. Items and weapons you wield count as magical for the purposes of bypassing resistances, you may choose your Paladin spellcasting modifier to be Wisdom or Intelligence which additionally applies to your Aura of Protection class feature. In place of magic you gain Weapon skills and Gear skills that help you gain or expend Struggle. When using a Weapon skill you may Galvanize it for the appropriate additional effect, only one Weapon skill may be Galvanized per turn. The following is your list of Weapon skills:

Slice. When using any melee weapon that deals slashing damage, you have access to this ability. If you hit with your attack you may expend 1 Struggle cleave through your target forcing it to make a Strength saving throw or take 2d6 magical slashing damage and begin Bleeding (1d4) for 1 minute or until the wound is staunched at the start of the target's turn as a reaction which then sets their movement speed to 0 until the end of their turn. If this Bleeding deals a total of 20 damage over the course of it's duration immediately end Bleeding and the target takes 20 necrotic damage. On a success taking half as much damage and suffering no additional effects. After which you dash past the target in a 15-foot line that does not provoke attacks of opportunity. Your next attack after this one if it is immediately on a creature within 5 feet repeats the movement of this ability.

Galvanized. Damage of this ability increases by 1d6 for every additional Struggle expended.


Repeater. When using any ranged weapon with crossbow bolts as its ammunition, you have access to this ability. Before making an attack by expending 1 Struggle you may perform a quick maneuver to fire an additional projectile at a target within 30 feet of your initial target. On hit your ranged attacks leave the bolts marking the target reducing their movement speed by 5 feet. A bolt may be removed as a bonus action but deals an additional 1d6 magical piercing damage when removed this way, alternately it may be removed as an action dealing no damage.

Galvanized. The amount of targets increases by 1 per additional Struggle expended and damage increases by 1d6


Strongdraw. When using any ranged weapon with arrows as the ammunition you have access to this ability. When making an attack you may expend 1 Struggle to choose one of the following:

  • Enter a stance where you forgo your attack. You must maintain Posture (Strength, Dexterity, or Constitution check DC equal to half damage taken or end Posture) and begin aiming down your attack. While you maintain Posture you cannot attack with any other weapon. On your turns you may forgo any attacks you make and expend 1 Struggle to increase the final power of this ability to a maximum of 6. At any time you may willingly end Posture to fire your attack, making a normal ranged attack with your bow with double the effective range. This attack on hit rolls an additional die count of its damage per power accumulated and the target has disadvantage on Constitution saves that trigger as a result of this attack.
  • Enter a stance where in you nock 2 additional arrows, you then replace an attack by targeting a 30-foot cone wherein three creatures of your choice are targeted by a ranged weapon attack. If you are within 5 feet of a target instead when using this attack, you make a single ranged weapon attack against that target and deal additional die counts of damage for every nocked arrow. You may expend additional Struggle to increase the amount of arrows nocked by the amount expended to a maximum equal to your proficiency bonus.

Puncture. When using any weapon that deals piercing damage on its base damage roll, you have access to this ability. After hitting an attack you may expend 1 Struggle to deal additional piercing damage equal to your ability modifier and mark the target with the Exposed condition until the end of your next turn. A target suffering from Exposed has its armor class reduced by 1 and friendly creatures may make a targeted attack on their turn by attacking the target with an armor class equal to your Paladin spell save DC. On hit the damage rolled ignores resistances and deals a bonus 1d4 damage.

Galvanized. The duration and armor class reduced increases by 1 per additional Struggle expended.


Bash. When using any melee weapon that deals bludgeoning damage on its base damage roll, you have access to this ability. Before you make an attack you may expend 1 Struggle to enhance your attack, dealing additional damage equal to your Ability Modifier and forcing the target to make a Strength saving throw or be Staggered until the end of its turn. A target suffering from Staggered cannot make more than one weapon attack during its turn regardless of class features, spells, or magical effects.

Galvanized. The damage dealt adds your Ability Modifier once more when expending 5 Struggle, increasing further at 10 Struggle, 15 Struggle, and 20 Struggle.


Chin Strike. When using an unarmed strike, you have access to this ability. Before you make an attack you may expend 1 Struggle to enhance your unarmed strike, changing its damage die to one count higher (1d4 to 1d6, etc.) and forcing the target to make a Constitution saving throw on hit. If the target fails it is Unconscious until the start of its turn, losing this condition upon taking any amount of damage.

Alternatively, if you are grappling a target you may expend 1 Struggle to change this ability to Chokehold. Making a contested grapple check and forcing the target to make a Constitution saving throw if you succeed, taking your unarmed die in damage. If the target fails the saving throw then it is Unconscious until the start of its turn, losing this condition upon taking any amount of damage.

Galvanized. The Unconscious duration increases by 1 round for every additional Struggle expended, Chokehold becomes a concentration you may maintain for an amount of rounds equal to Struggle expended. Maintaining this concentration on a target that failed the saving throw retains the Unconscious condition, regardless while maintaining this concentration the target must make a Constitution check DC 15 at the start of its turns or begin to suffocate.


Reaper. When using a Scythe, Sickle, War Pick, or other similar angled blades, you have access to this ability. By expending 1 Struggle you may convert your next attack to one of the following:

  • Headhunter. You force the target to make a Dexterity saving throw, on a failure you make an attack with your weapon that deals an additional die count of damage if the target has an identifiable neck.
  • Ankle Cleave. You force the target to make a Dexterity check against your Paladin spell save DC. If it fails you then sweep and trip the target dropping it prone, it becomes Helpless until it takes damage or stands from prone. A target suffering from Helpless suffers a critical strike from all attacks.

Galvanized. The damage of Headhunter increases by 1 die count for every additional Struggle expended. Angle Cleave increases the number of targets within range you may affect by 1 per additional Struggle expended.


Hurl. When using a weapon with the thrown property, you have access to this ability. By expending 1 Struggle you cause your next thrown weapon attack to instead target a 120-foot line that is 5 feet wide. Targets in the path must make a Dexterity saving throw or take damage as if hit by the weapon, taking half as much damage on a success.

Galvanized. The damage increases by 1 die count per additional Struggle expended. 


Murderous Grip. When using a weapon with the two-handed property, you have access to this ability. By expending 1 Struggle you shift the grip of your weapon until the end of your turn and may change the damage type of your attack to bludgeoning, piercing, or slashing if either of the damage types are applicable. A ranged weapon used in this way becomes a melee weapon attack using the original attack modifier for attack and damage rolls, using the ranged weapon this way counts as wielding a melee weapon.

Galvanized. The duration of this ability increases by 1 round for every additional Struggle expended, at 10 Struggle your attacks ignore up to half your proficiency bonus (rounded down) of the armor class of a target. At 20 Struggle you ignore your full proficiency bonus of the armor class of a target when making an attack with this weapon.


Pounce. When using a weapon with the light property, you have access to this ability. Before taking the attack action you may expend 1 Struggle to leap toward a target within half your movement range, vaulting over obstacles and terrain to reach the target. This does not expend your movement. You then immediately must make an attack and on hit you bound off the target toward a space within 10 feet without provoking attacks of opportunity from that creature only.

Galvanized. If you hit an attack with this ability you may expend 1 additional Struggle to choose one of the following:

  • Dice. You force the target to make a Strength or Dexterity saving throw (your choice), on a failure it takes damage as if hit by any weapons currently wielded by you that could trigger Pounce. Then you enter Prowling for 1 minute or until you end it as a bonus action; while Prowling you have advantage on Stealth and Acrobatics checks and may use Strength for both. If you are hidden from a target you may use Pounce without expending Struggle once per turn. However during Prowling you have disadvantage on attack rolls against targets you did not attack during your last turn and take 1d10 additional damage from those targets.
  • Chasedown. You may choose to leap toward the target again triggering Pounce once more if you have an attack available to use. Alternatively you leap toward a target within your Pounce range and if you hit with your attack you gain one additional bonus action for this turn only, this bonus action can only be gained this way once during your turns. You may continue to trigger Pounce this way ignoring Galvanized restrictions so long as you have an available attack.

Chaser Stance. While wielding a weapon with the finesse property, you have access to this ability. At the start of your turn you may expend 1 Struggle to enter a stance in which you hold your weapon in a sheathed or hidden manner. You must maintain Posture (Strength, Dexterity, or Constitution check DC equal to half damage taken or end Posture) or immediately end it, at the start of your turns you make a Performance check against your Paladin spell save DC to remain in this stance on a success. While you are in this stance your attack of opportunity range increases by 10 feet and when a target triggers an attack of opportunity from you within that range you may take movement as apart of that reaction.

Galvanized. Your attack of opportunity ranges by 5 feet for every additional Struggle expended when you initially use this ability. While you maintain the stance of this ability you may expend 5 Struggle when an attack of opportunity is triggered to enhance it, restoring your reaction expended if you hit your attack.


Twin Strike. When wielding a weapon with the versatile property, you have access to this ability. As apart of your attack with this weapon you may expend 1 Struggle and make an additional attack with the versatile portion of the weapon. This additional attack may only be done once per turn and counts as one attack.

Galvanized. By expending 10 Struggle you may remove the turn limit of this ability until the start of your next turn, you additionally convert the first of each attack you make into a 10 foot cone that forces a Dexterity saving throw. On a failure the target takes damage as if hit by your weapon, taking half as much damage on a success.


Thresh. When wielding a weapon with the heavy property, you have access to this ability. Before you make an attack you may expend 1 Struggle to enhance it with one of the following options:

  • Your attack targets a 15-foot cone within reach of your weapon. Unobstructed targets (targets with no other object or creature directly in front of where where would be affected) are targeted by your weapon attack.
  • Your attack targets a 10-foot radius sphere within reach of your weapon. As part of this you may leap up to your movement speed to perform this maneuver.
  • Your attack targets a 15-foot line that is 5 foot wide within reach of your weapon.
  • Your attack targets a 20-foot radius crescent path that is 5 feet wide within reach of your weapon. You may move along the targeted space as part of this maneuver without expending movement.

Galvanized. By expending 4 additional Struggle you further enhance the attack. On hit with any option you force the target to make a Strength saving throw or be pushed 5 feet away (increasing by 5 feet per additional Struggle expended above 4) and falling prone, forcing it to take additional damage equal to your attack modifier if it collides with an obstacle or creature, dealing half the damage it took from your weapon to the colliding creature. On a success only being shoved 5 feet and suffering no additional effects.


Rakish Barrage. While wielding a weapon in your main hand and another weapon in your off-hand, you have access to this ability. As an action you may expend 1 Struggle to move swiftly in a 10-foot line path, choosing a target you can see to take this movement. If the target is within reach of your weapon after this movement, you then force it to make a Dexterity saving throw. On a failure you make an attack against the target with each of your weapons once and inflict it with Defenseless (attack rolls against it have advantage) until the start of its turn. On a success it suffers no additional effects and you still make an attack with each weapon, however the first attack you make must hit for the additional attack to be made.

Galvanized. By expending 4 Struggle you make an additional pair of attacks along with the initial ones, increasing this amount by another pair of attacks at 8 Struggle, 12 Struggle, 16 Struggle, and 20 Struggle.


Chambering. While wielding a weapon with the loading property, you have access to this ability. When you would need to load ammunition into your weapon you may expend 1 Struggle to make an Intimidation or Performance check (your choice) and chamber in ammunition immediately allowing you to ignore the loading property for an additional available attack. Hostile targets within 60 feet that can see you must then make a Wisdom saving throw against your initial check, becoming Frightened on a failure until the end of their turn. While frightened in this way the target may still approach you normally but cannot be hidden from your sight and makes audible queues to reveal its location to you if you cannot see it. Additionally your weapon attacks deal an additional die count of damage against targets frightened this way. 

Galvanized. By expending additional Struggle you add a +1 bonus to your check for each additional Struggle. At 5 Struggle you deal an additional die count of damage against targets Frightened by Chambering, increasing by an additional die count at 10 Struggle, 15 Struggle, and 20 Struggle.


You prepare a number of Gear Skill options from the list equal to half your Paladin level (rounded down) when you take this Oath. Unlocking new Gear Skill options at 6th level, 9th level, 12th level, 15th level, and 18th level.

Finally, as an action you may expend a use of Channel Divinity to temporarily gain access to the Aura of Protection class feature for 1 minute. At 6th level as a Paladin instead expending this use to extend the range of your Aura of Protection to 30 feet for 1 minute, and at 18th level as a Paladin allies inside your aura that fail a saving throw gain temporary hit points equal to half your Paladin level (rounded down). Alternatively you may expend a use of Channel Divinity to Galvanize any Weapon Skill an additional time if you've already Galvanized a Weapon Skill.

Alchemist's Fire

When Alchemist's Fire is available, you may expend one flask as an item interaction to splash its contents onto a creature, object, or space within reach. A creature must succeed on a Dexterity saving throw or be doused in its contents. When fire damage occurs within 5 feet of a doused area it is ignited. An ignited creature suffers Burning (1d4 fire) for a number of turns equal to your proficiency bonus or until it uses an action to extinguish the flames. A burning surface burns for 1 minute and a creature that enters or starts its turn within the flames takes 1d4 fire damage, these flames can be put out with 1 gallon of water per space or a strong wind.

Galvanized. By expending 1 Struggle and one flask of Alchemist's Fire, you may coat a weapon wielded by yourself or a willing creature within reach in volatile alchemical oils for 1 minute, immediately ending once that weapon has hit three attacks. When the coated weapon hits a creature already suffering from Burning, you may intensify its flames, applying one of the following effects:

  • Fan the Flames. The target immediately suffers one instance of its Burning damage, lowering its current duration by 1 turn.
  • Accelerant. Until the end of the target's next turn, its Burning damage dice increase by one size, to a maximum of d12.
  • Unquenchable. Until the end of the target's next turn, the target cannot extinguish Burning through ordinary means, and Burning cannot expire naturally.

Each additional Struggle expended when applying Alchemist's Fire allows the weapon to trigger its effects one additional time per turn.

Interaction. When using a Torch or Lantern alongside Alchemist's Fire, you may apply two different Galvanized bonus effects on the first successful hit against a Burning creature. This benefit can occur only once per coating.

Caltrops

When Caltrops are available, you may scatter them across a 5-foot space within reach as an item interaction. Caltrops placed by you use your Paladin save DC instead of their normal DC. Additionally, creatures damaged by your Caltrops leave recognizable traces of blood and disturbed terrain, granting you advantage on Wisdom (Survival) checks to track them for 1 hour.

Galvanized. By expending 1 Struggle, you may scatter Caltrops across three contiguous 5-foot spaces within reach. Creatures occupying these spaces must immediately make the Caltrops' normal saving throw against your Paladin save DC. Until the Caltrops are removed, creatures that fail their saving throw suffer the following additional effects:

  • Their movement speed is reduced by 15 feet instead of 10 feet until they regain at least 1 Hit Point.
  • Whenever an affected creature willingly moves 5 feet or more, it takes 1d4 piercing damage, once per turn.
  • An affected creature has disadvantage on Dexterity saving throws against your Weapon Skills.

Each additional Struggle expended increases the affected area by one contiguous 5-foot space.

Interaction. When using Caltrops alongside a Torch or a Healing Kit, you may treat the Caltrops before scattering them. Creatures damaged by these Caltrops suffer additional effects depending on their existing conditions:

  • Bleeding. The creature immediately triggers one instance of Bleeding as the Caltrops tear open existing wounds.
  • Burning. The creature's Burning intensifies, increasing its Burning damage by one die until the end of its next turn.

A creature can suffer each effect only once per turn.

Chain

When a Chain is available, you may hook, secure, wrap, or drag objects within its reach. You count as one size larger when determining how much weight you can drag with a secured Chain. Alternatively you may replace an attack by swinging the chain in a cone a number of feet equal to half its total length, targets in the path must make a Dexterity saving throw or take 1d8 slashing damage adding your proficiency bonus to the damage roll and the chain wraps around one target that failed of your choice in a Grapple that lasts until the end of your turn.

Galvanized. Expend 1 Struggle. A creature within the Chain's reach must succeed on a Strength saving throw or be pulled 10 feet toward you. If it ends within your reach, your next Weapon Skill against it this turn gains its Galvanized effect without paying its normal cost, provided that cost is 1 Struggle.

Each additional Struggle increases the pull by 5 feet.
 
Interaction. A secured Piton allows you to pull yourself toward an anchor instead up to a distance equal to half the total length of the Chain. If this would leave you suspended in the air you may hold onto the Chain and remain in that position if you have a free hand and the Chain remains secured to the anchor. You may willingly remove the Chain from the anchor as a free action.

Crowbar

When a Crowbar is available, you may use it as an item interaction to examine the physical integrity of a creature's equipment, an object, or a structure within reach. You learn whether the target is damaged, weakened, or structurally compromised, and whether applying force to it would cause it to break, collapse, or dislodge something. Additionally, you may use your Strength modifier in place of Intelligence for Investigation checks involving the construction, stability, or mechanical weaknesses of objects and structures. Finally, you may hook the Crowbar onto a suitable ledge, railing, or structure within reach to pull yourself up 5 feet without expending movement.

Improvised Armament. You may wield the Crowbar as a simple melee weapon with the following properties:
Damage: 1d6 bludgeoning.
Properties: Light, Finesse, Versatile (1d8).
Special: When you hit a creature with the Crowbar, you may forgo dealing damage to hook its equipment or limbs. Until the end of your turn, your next Strength (Athletics) check to Grapple or Shove that creature has advantage.

Galvanized. By expending 1 Struggle, you may use the Crowbar to choose one of the following:

  • Vault. Hook the Crowbar onto a suitable surface and propel yourself up to 15 feet in any direction without expending movement or provoking opportunity attacks. You must end this movement on a surface capable of supporting you.
  • Wrench. Hook the Crowbar onto a creature or its equipment within reach, forcing it to make a Strength saving throw. On a failure, you may move the creature 5 feet in any direction or force it to drop one object it is holding.
  • Force. When using the Crowbar to pry open, break, or manipulate an object or mechanism, treat a d20 roll of 9 or lower as a 10. You may also immediately disable a mundane mechanism whose required Strength check you successfully overcome.

Each additional Struggle expended increases Vault's movement by 5 feet, Wrench's forced movement by 5 feet, or grants a +2 bonus to Force's Strength check. 

Healer's Kit

When a Healer's Kit is available, you may expend one use as an item interaction to allow yourself or a creature within reach to expend one Hit Die, regaining Hit Points equal to the result + your proficiency bonus. You have advantage on Medicine checks to identify and treat diseases, poisons, and physical ailments. During a short rest, you may expend one use to grant a creature advantage on its next saving throw against disease or poison within 24 hours.

Galvanized. Expend 1 Struggle and one use of the kit to choose one:

  • Suture. The target may expend up to three Hit Dice, regaining Hit Points equal to their combined results + your proficiency bonus. Each additional Struggle allows one additional Hit Die.
  • Resuscitate. A creature at 0 Hit Points regains 1 Hit Point without expending Hit Dice and may expend one Hit Die to heal an additional amount equal to the result + its Constitution modifier. Each additional Struggle grants 1d6 Temporary Hit Points and allows the creature to repeat one saving throw against an effect preventing it from taking actions.
  • Triage. Suppress Blinded, Deafened, or Poisoned caused by a treatable physical ailment until the end of the target's next turn. Each additional Struggle extends the suppression by one round.

Healer's Expertise. If you have the Healer feat, you may reroll 1s and 2s when restoring Hit Points with the kit, using new result. You may also perform two different Emergency Treatments in one interaction, consuming one use of the kit but paying both Struggle costs.

Interaction. Using Rope as a tourniquet or splint grants the target advantage on its next Strength or Constitution saving throw against a physical injury before your next turn.

Holy Water

When Holy Water is available, you may sanctify a creature, object, or 5-foot space within reach as an item interaction without consuming it. For 10 minutes, you can detect traces of Fiendish or Undead activity from the past 24 hours, gaining advantage on checks to investigate or track such creatures. You may sanctify only one target at a time.

Galvanized. By expending 1 Struggle and one flask of Holy Water, you may anoint a weapon wielded by yourself or a willing creature within reach until the end of your next turn. When the anointed weapon hits a Fiend or Undead, the target suffers Burning (Holy) until the end of its next turn. While suffering Burning (Holy), the creature takes 1d4 radiant damage at the start of its turn, cannot regain Hit Points, and has disadvantage on saving throws against effects originating from the weapon's wielder. Subsequent hits refresh the duration. If you possess Slay, using it against a creature suffering Burning (Holy) allows you to Purify the target, forcing it to make a Charisma saving throw or immediately end Burning (Holy) to suppress its supernatural abilities until the start of your next turn. While Purified, the creature cannot teleport, change forms, or use traits and abilities that restore Hit Points or allow it to avoid dropping to 0 Hit Points. Purify can occur once per anointment.

For each additional Struggle expended, you may anoint one additional weapon within reach. Each weapon benefits from the full duration without consuming additional Holy Water.

Interaction. When a creature suffering from Burning (Holy) is Grappled or Restrained by your Rope, Chain, Piton, or Hunting Trap, its speed becomes 0 and it has disadvantage on ability checks made to escape those restraints. Additionally, the duration of Burning (Holy) does not expire naturally while the creature remains restrained this way.

Hunting Trap

When a Hunting Trap is available, you may deploy or reset it within reach using your Paladin save DC for its saving throw and escape DC. However this version of the Hunting Trap lasts for a number of turns equal to half your proficiency bonus when a creature activates it. Using an action to set the Hunting Trap removes this restraint instead.

Galvanized. Expend 1 Struggle to apply one modification:

  • Snare. A trapped creature is has disadvantage on its first escape attempt and takes 1d4 piercing damage on failed escapes instead of 1.
  • Alarm. Triggering the trap produces a distinctive sound audible within 300 feet.
  • Punish. A creature damaged by the trap becomes Exposed until the end of your next turn. A target suffering the Exposed condition has its armor class reduced by 1 and while the target suffers from the condition friendly creatures may make a targeted attack on their turn against an armor equal to your Paladin DC on the target, on hit ignoring resistances and dealing 1d4 bonus damage.

Each additional Struggle adds another modification.

Interaction. Using Whetstone may store Hone on a Hunting Trap and while it has Hone you may use Slay on a target that activates the trap.

Lantern

When a Lantern is available, you may focus its light on a creature or object within its bright light, gaining advantage on Investigation checks relying on sight to examine it.

Galvanized. Expend 1 Struggle to illuminate a creature within the Lantern's bright light. Until the start of your next turn, you know its location while illuminated, and it cannot benefit from Invisibility or light obscurement against you. Your next Weapon Skill attack against it before then has advantage.

Each additional Struggle grants this advantage to one ally's next attack against the target before the effect ends.

Interaction. A Steel Mirror may redirect Lantern's bright light around corners or obstacles.

Piton

When a Piton is available, you may drive it into a suitable surface as an item interaction, securing objects, doors, climbing routes, or mechanisms. Climbing along routes secured by your Pitons costs no additional movement.

Galvanized. Expend 1 Struggle to choose one of the following:

  • Anchor. Secure yourself, a willing creature, or an unattended object to an adjacent surface. The target cannot be forcibly moved unless the source succeeds on a Strength check against your Paladin save DC.
  • Impale. Drive a Piton through a hostile creature you are Grappling, forcing it to make a Strength saving throw or take 2d6 piercing damage. The creature remains Grappled by the Piton if it is adjacent to a suitable surface, freeing your hands. It may use an action to make an Strength saving throw against your Paladin save DC, ending the Grapple on a success.

Each additional Struggle expended increases Impale's damage by 1d6 or Anchor's maximum affected size by one category.

Interaction. Pitons can anchor Rope, Chain, and Hunting Traps.

Portable Ram

When a Portable Ram is available, you may use it as an item interaction to brace yourself against an incoming assault. Until the start of your next turn, the first creature that willingly moves within 5 feet of you must succeed on a Strength saving throw or have its movement immediately end. You then may choose to shove the target 10 feet away or to grant yourself temporary hit points equal to your proficiency bonus.

Improvised Armament. You may wield the Portable Ram as a simple melee with the following properties:
Damage: 2d4 bludgeoning
Properties: Heavy, Versatile (2d6)
Special: When taking the Dash action you may trample past targets in your way, each creature you attempt to trample that is no more than one size category larger than you must make a Strength saving throw or be pushed 5 feet to either side of you and take bludgeoning damage equal to your Strength modifier.

Galvanized. By expending 1 Struggle, you may choose one of the following:

  • Breach. As an action strike a creature, object, or structure within reach, making a weapon attack that deals 3d10 + your Strength modifier bludgeoning damage. Against objects and structures, this damage ignores their damage resistances. This counts as taking the attack action.
  • Shore. Brace a structure or mechanism with the Ram, giving it an effective Strength score of 10 + your Paladin level to resist displacement or collapse.
  • Breakthrough. Charge up to 15 feet in a straight line without expending movement. A creature at the end of this movement must succeed on a Strength saving throw or be pushed 10 feet and knocked Prone, taking bludgeoning damage equal to twice your Strength Modifier.

Each additional Struggle increases Breach's damage by 1d10, Shore's Strength Modifier by +1, or Breakthrough's charge distance by 5 feet.

Rope

When rope is available you may use it as part of your action to extend the range of a Gear skill or melee weapon attack by the length of your Rope.

Galvinized. By expending 1 Struggle you may choose one of the following:

  • Swing your Rope at a target to force it to make a Dexterity saving throw. On a failure it is grappled and restrained until the end of its turn if it is a medium sized creature (spending additional Struggle increases this size limit by 1).
  • You toss the Rope at an object and swing from it allowing you to make a quick movement within range of the Rope without expending your movement (expending additional Struggle repeats this act equal to the amount expended).

Shield

While you have a shield equipped it gains a pool of Block to half of your Paladin Level plus your shield's magical bonus times five. This pool resets by half of its maximum at the start of your turn, at any time during the round you may raise your shield to Guard against a source of damage before you know the damage roll, expending any amount of Block from your pool to gain temporary hit points equal to the amount. If your Block is reduced to 0 you are Guard Broken, your Block instead recovers at the start of your next turn and you are vulnerable to the first hostile damage source you take each turn.

If you take no damage from an attack as a result of temporary hit points gained from Block, you gain 1 Struggle. 

Perfect Block. If your temporary hit points gained from Block is reduced to 0 from a hostile damage source and you take no damage as a result, you perform a Perfect Block, you gain 5 Struggle and the target is Defenseless until the end of your turn. Attacks against a Defenseless target have advantage and when you attack a target that is Defenseless in this way you add your shield's armor class and magical bonus to the damage roll of your attacks.

Galvanized. As a action can expend any amount of Struggle to perform a Shield Bash which counts as taking the attack action and attacking, dash forward in a 5 foot line (increases by 5 feet per additional Struggle expended), stopping at the first obstacle and swing your shield wide. You force the target to make a Posture check (DC 10 Strength, Dexterity, or Constitution check) and increase the DC by expending any number of Block. If the target fails the Posture check then choose one of the following:

  • The target is Addled, Clumsy, and Enfeebled for a number of d20 Contests equal to the Block expended or until the target makes a successful Constitution check DC 10 at the start of its turn. Addled targets suffer disadvantage on Intelligence, Wisdom, and Charisma attack rolls, ability checks, and saving throws. Clumsy targets suffer disadvantage on Dexterity attack rolls, ability checks, and saving throws. Enfeebled targets suffer disadvantage on Strength attack rolls, ability checks, and saving throws.
  • Shove the target away a number of feet equal to the Block expended times five.
  • Deal magical bludgeoning damage equal to the Block expended. If this damage is dealt to temporary hit points you restore Block equal to the amount of temporary hit points reduced by this effect.

Shovel

When a Shovel is available, you may disturb a 5-foot space of workable terrain, creating or clearing difficult terrain, uncovering shallow objects, or altering tracks. You have advantage on checks to identify disturbed ground or buried objects.

Galvanized. Expend 1 Struggle and choose one:

  • Trench. Create a defensive position granting half cover against effects and attacks more than 5 feet away until you or another creature within the trench leave the space.
  • Upturn. A creature within reach standing on workable terrain must succeed on a Dexterity saving throw or fall Prone.
    Each additional Struggle affects one additional contiguous 5-foot space or creature within reach.

Interaction. You may conceal Caltrops, Hunting Traps, Pitons, or Rope in disturbed terrain during the same interaction. Any creature that can't see the area at the time the item is concealed must make a Investigation, Perception or Survival check against your Paladin DC to detect and locate the hidden objects. The target may use their action to attempt this check again. 

Steel Mirror

When a Steel Mirror is available, you may use it as an item interaction to examine a creature, object, or surface through its reflection. You have advantage on Intelligence (Investigation) checks to identify concealed mechanisms, alterations, counterfeit materials, and visual inconsistencies. Additionally, you may use your Wisdom modifier in place of Intelligence when making these checks.

Galvanized. By expending 1 Struggle, you may carefully examine your surroundings through the Mirror, choosing one of the following:

  • Dazzle. Reflect a source of bright light toward a creature within 30 feet. The creature must succeed on a Constitution saving throw against your Paladin save DC or become Blinded until the start of your next turn.
  • Trace. Examine a creature's reflection or an object's surface to identify signs of disguise, tampering, forgery, or physical alteration. For 10 minutes, you have advantage on checks made to investigate or follow evidence relating to the examined subject.
  • Signal. Reflect an available light source to transmit a visible signal up to 1 mile away in clear conditions. Creatures familiar with your signals can distinguish them from ordinary reflected light.

Each additional Struggle increases Trace's duration by 10 minutes, or Signal's range by 1 mile.

Torch

When a Torch is available, you can ignite or extinguish a mundane flammable object within reach as an item interaction. While investigating with its flame, you have advantage on checks made to discover concealed drafts, disturbed dust, combustible substances, and openings through which smoke or flame can travel. Additionally, immediately before making a melee attack, you can brandish the Torch at the target. It must make a Wisdom saving throw or be Blinded for that attack.

Galvanized. You may expend 1 Struggle and violently stoke the Torch. Until the end of your turn, the next creature you hit with a melee weapon attack takes an additional 1d6 fire damage and begins Smoldering until the end of its next turn.
The next time the Smoldering creature is struck by a Weapon Skill or Slay, the attacker can extinguish the embers to deal bonus 1d6 fire damage and Smoldering is removed. You may expend additional Struggle, increasing both instances of fire damage by 1d6 for each additional Struggle.

Interaction. A Torch can ignite your Alchemist's Fire without requiring another item interaction.

Whetstone

When a Whetstone is available, you may hone a slashing or piercing weapon or edged tool. Its next ability check involving cutting before your next short rest gains your proficiency bonus. Alternatively you may store this bonus to Hone the weapon, your weapon may have a maximum number of Hone equal to your proficiency bonus.

Galvanized. Expend 1 Struggle to sharpen a weapon. The next time you attack with it before the end of your next turn, you ignore armor class up to your proficiency bonus from sources wearing heavy or medium armor, hard material, or hide. If the attack uses Slay, you may also expend Hone to reroll one roll of Slay that is a 1 or 2 for each Hone expended. Using the new rolled result.

Each additional Struggle allows you to ignore armor class by an additional amount equal to Struggle expended. 

Aura of Penance

7th and 18th-level Oath of Sacrifice feature

Allies inside the aura can use a bonus action to expend one of their hit die, rolling it and healing for the amount rolled. If an ally takes damage while in the aura, you can use your reaction to expend any number of your hit die, rolling the amount and healing them for the rolled amount. Additionally your allies within your aura count toward the first two options when gaining Struggle, treating their class levels as Paladin levels for the purposes of this feature. (See Struggle to Slay)

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Abeyance of Destitution

15th-level Oath of Sacrifice feature

Once during each of your turns, you can use a bonus action and take 1d10 + your Constitution modifier necrotic damage that cannot be reduced in any way. Afterward, you regain a hit die and have advantage on the next attack roll you make.

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 short rest.

Berserk

20th-level Oath of Sacrifice feature

You become the very essence of struggle, your body able to push past its limitations to achieve what you crave most in a desperate act. As an action or when you drop to 0 hit points you enter the Berserk state. While in this state you're immune to the unconscious condition and do not need to make death saves but while at 0 hit points when you take damage your maximum hit points are reduced by that amount. At 0 or lower maximum hit points you die. You may exit this state as a free action immediately gaining 3 levels exhaustion.

While the Berserk state is active, you gain 1 Struggle at the start of your turns and any additional Struggle your features generate grant you an additional 1 Struggle. Additionally when using Slay you may immediately Galvanize one Weapon Skill as part of using Slay without expending additional Struggle, this does not count against your Weapon Skill Galvanize limit.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2023 9:36:23 PM
20
0
1
Coming Soon
5/8/2023 12:00:40 AM
20
0
1.2
Coming Soon
5/16/2023 11:51:46 PM
207
7
1.3
Coming Soon
10/24/2026 4:47:54 PM
47
5
1.4
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes