Base Class: Paladin
The Oath of Advancement is a symbol of one's dedication to the apothecary craft. To preserve the herbalists' art in this age of artifice; to heal those hurt by evil: to harm those tainted by darkness – that is the burden shouldered by paladins of advancement. To carry out their purpose, one cannot simply rest on the knowledge of the past, but be ever adapting to the new challenges that arise. To these paladins – sometimes called toxicologists or physic knights – there is no start or end to their mission. To live is to keep looking to the future. To master both the hand of healing and the hand of harm, that is their highest calling.
Tenets of Advancement:
- Progress over Purpose. When it comes to advancing the craft, there is no room for the question of “Should I?” The only concern I should have is “Can I?”
- Two Equal Disciplines. I cannot allow myself to grow more comfortable with either aspect of the apothecary craft. To preserve it in its entirety, I must be as proficient in poisons as I am medicine, and vice versa.
- Complacency is Death. To rest on one’s laurels is to give up on the future. I must do my best to look ever forward and encourage others to do the same.
- The Future is Bright. Regardless of how dark things may seem in the moment, I must never let my inner flame die. Tomorrow will always come, and I must endeavor to meet each dawn with a smile.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hybrid Restoration. As an action, you press your holy symbol and several restorative herbs to a creature within 5 feet. That creature regains hit points equal to 1d8 x your proficiency modifier. Additionally, if the creature is poisoned, paralyzed, or stunned, you may choose to end one of those conditions. If a condition is ended in this way, the creature gains 10 temporary hp.
Advanced Weaponry. As an action, you can augment one melee weapon that you are holding with a deadly concoction of your own creation. For 1 minute, whenever a creature is by the weapon, it must make a Constitution saving throw. If it fails, it is poisoned till the start of your next turn and takes 2d6 poison damage. Poisoned, paralyzed, and stunned creatures have disadvantage on this saving throw.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Advancement Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Salubrity
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being poisoned, paralyzed, or stunned. Meanwhile, hostile creatures in that radius have disadvantage on saving throws against those conditions.
At 18th level, the range of this aura increases to 30 feet.
Master Toxicologist
Beginning at 15th level, you’ve distilled your poisons to the extent where they can harm any creature. Any spell or poison you create ignores resistance to poison damage and treats immunity to poison damage as resistance to fire damage. Additionally, if a creature would be immune to the poisoned condition, it instead only has advantage on saving throws against that condition produced by you.
Pinnacle Physician
At 20th level, as an action, you can combine your divinity and knowledge of the apothecary craft to administer a potent brew to another willing creature, granting it increased speed and stamina. For 1 minute, it gains the following benefits:
- It has resistance to all damage.
- It’s movement speed is doubled for the duration.
- It has advantage on Strength, Dexterity, and Constitution saving throws.
Once you use this feature, you can’t use it again until you finish a long rest, unless you use a 5th level spell slot to use it again.
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