Oath of Sacrifice

In a world where pain and suffering abound there are those who work to spread kindness and comfort. You have an unflagging faith in this doctrine. You withstand the punishment and cruelty this world has to offer so that others do not. You might believe there is a finite amount of agony and discomfort in this world, and it is your duty to consume as much as possible. Or perhaps you have come into this belief due to some attempt at redemption. Regardless, the gods have smiled upon your selflessness and have chosen you as their champion.

Tenets of Sacrifice

The oaths of this order may vary slightly from region to region, but the basic tenets are the same.

Others above self: There are many who have great need in this grim world. If you would possess that which another needs, it is your divine duty to provide, whether it be gold, food, comfort or anything else.

Pay it Forward: It is expected of those who recieve of you to assist in spreading the good throughout the land. Those with the means to give are counted upon to do so.

Alleviate Adversity: There is more than enough hardship in this land to go around. Those who would add to the suffering will not be tolerated.

Oath Spells

Paladin Level Spell
3rd False Life, Sanctuary
5th Enhance Ability, Warding Bond
9th Life Transference, Spirit Guardians
13th Freedom of Movement, Sickening Radiance
17th Enervation, Reincarnate

Channel Divinity

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

  • Give and Take: For one minute, if a creature moves within 5 feet of you or an ally, you can use your reaction to push, or pull that creature. The target must make a strength saving throw vs. your spell save DC. On a success, the creature is pushed or pulled 10 feet directly towards, or away from you. On a failure, the creature also falls prone, and its speed is reduced to 0 until the start of their next turn.
  • Divine Safeguard: For the next minute, when an enemy within 60 feet of you that you can see successfully attacks a creature other than you, you may use your reaction to split the damage dealt between you and that creature. You may then choose to split the damage dealt to you between you and the creature that initiated the damage.

Aura of Sacrifice

At 7th level, for every 5 damage you take from an enemy's attack, friendly creatures within 10 feet of you are healed for 1 point. At 18th level, the range of this aura increases to 30 feet.

Fight Through the Pain

Once you reach 15th level, you have learned how to utilize the pain of battle to achieve peak performance in combat. If you would take damage that reduces your hit points below 75% of their maximum, you receive advantage on the first attack on your turns. If you are reduced below 50%, casting a smite spell now affects all subsequent attacks on your turn, instaed of just the first. If you are reduced below 25%, you gain resistance to all damage and advantage on all attacks on your turn.

You lose each benefit if you are healed above its respective threshold.

Ultimate Sacrifice

When faith has been lost, and all other options have been expended, you have found a way to renew hope to your allies.

When you reach 20th level, you may, as an action, inflict necrotic damage to yourself equal to your current hit points, and any temporary hit points you may have. This damage cannot be reduced, negated, or rerouted in any way.

If you fall to 0 hit points as a result, you take one opint of exhaustino, and up to 4 of your allies are each healed by an amount equal do half of your maximum hit opints, and for one minute they each gain +2 AC, have advantage on attack rolls and saving throws, and cannot be frightened or charmed.

Using this feature takes a heavy toll on your body. After a long rest, you may roll a constitution check with the DC equal to your spell save DC. On a success, you may use this feature again. On a failure, you may attempt to roll again after another long rest, with the DC reduced by 2 for each day you're unable to use this feature.

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