Paladin - Oath of Sacrifice

by Soupangel44

Search GM Binder Visit User Profile

Oath of Sacrifice

The Oath of Sacrifice is perhaps the most noble purpose a paladin can be called to. These paladins are driven to provide for and defend others to the very end, often serving whenever possible before a heroic death at the hands of a dragon or undead horde.

Others Above Yourself

When others need your help, you are to give it.

Focus Your Efforts

Focus your service on the masses, rather than individuals.

Maximize Potential

Use all resources at your disposal to the fullest.

Paladin Level Feature
3rd Oath Spells, Channel Divinity,
Improved Lay On Hands
7th Aura of the Guardian
15th Reckless Smites
20th Final Altruism
Sacrifice Spells
Paladin Level Spells
3rd absorb elements, healing word
5th prayer of healing, warding bond
9th beacon of hope, life transferance
13th guardian of nature, stoneskin
17th mass cure wounds, teleportation circle

Channel Divinity - Last Stand

When you have less than half of your maximum hit points and you make a successful melee weapon attack, you can use your Channel Divinity to double the damage of the attack.

Channel Divinity - Draw Fire

As an action, you can brandish your holy symbol and provoke your foes into attacking you. For the next minute, whenever a creature attacks or casts a spell on a creature within 30 feet of you that is friendly to you, it takes radiant damage equal to your paladin level + your Charisma Modifier.

At the end of a creature's turn, it can make a Wisdom Saving throw against your paladin Spell Save DC, ending the effect on itself on a success.

Improved Lay On Hands

When you take this oath at 3rd level, you are able to help others through hurting yourself. When your Lay On Hands pool is empty, you can sacrifice your own hit points in order to sustain it, taking damage equal to the amount of hit points you restore through Lay On Hands.

Additionally, when you use Lay On Hands, you can target multiple creatures with the same action, so long as they are all within 5 feet of you. You expend power from the pool individually for each target.

Aura of the Guardian

You are able to fight at your fullest when others are in danger. Starting at 7th level, when a creature within 10 feet of you is hit with a critical hit, or is reduced to less than half of its maximum hit points, you can immediately take any action as a reaction.

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

Reckless Smites

Starting at 15th level, you can throw aside your own safety in order to take down a threat. When you make your first attack on your turn, you can decide to smite recklessly. Doing so makes your melee weapon attacks deal an additional 1d12 radiant damage during this turn, but attack rolls against you have advantage until your next turn.

Final Altruism

At 20th level, as an action, you can gain the powers required to go out in a true blaze of glory. For 1 minute, you gain the following benefits:

  • When you use Divine Smite, you can choose an additional creature within 20 feet of the initial target to also take damage from Divine Smite. If there is no other creature within this range, other than you, the initial target instead takes the damage twice.
  • You make all Strength, Dexterity, and Constitution Saving throws with advantage.
  • All damage you take is suspended, you don't take it until this minute expires.

At the end of this minute, you can choose to deal 20d10 radiant damage to any number of creatures within 100 feet of you, but must include yourself. This damage cannot be reduced in any way, and a creature killed by this damage cannot be revived by any means short of a wish spell.

Once you use this feature, you can't use it again until you finish a long rest.

Art: True Conviction - Ekatarina Burmak
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.