You are on page 1of 2

Oath of Indemnity

The Oath of Indemnity binds paladins to help others. Its followers believe in the redress of wrongs, the
repair of the ruined, and acts of prevention to ensure tragedies never happen again. They comfort broken

Paladin
people and repair broken property alike. Also known as gold knights and underwriters, paladins of the
Oath of Indemnity are bound to repair the aftermath of catastrophe.
But these paladins are not starry-eyed cornucopias to be exploited by the opportunistic or overwhelmed
by the desperate. They are generous and genuine, but the oath also requires a strict adherence to
readiness and fairness. Even the most penniless refugee deserves a share, but no more. This oath calls
its followers to be charitable, but also skeptical, because those who take advantage of others' kindness
seek these paladins hoping to trick them.
TENETS OF INDEMNITY
The tenets of the Oath of Indemnity demand careful
examination to ensure accurate distribution of assistance.
Duty. Your first and foremost responsibility is to provide aid
to the wronged and stricken. They are your only priority.
Self-sufficiency. To help others you must be able to help
yourself. If you are insecure in your abilities, you crumble
beneath the weight of your responsibilities.
Integrity. You hold the lives and livelihoods of others in
trust. Their faith in you is invaluable, and must be honored.
Readiness. It is not enough to address the aftermath.
Preparation saves more lives than retribution.
Fairness. Every injured party receives a fair share of
reparations—and not a copper more. Scorn those who seek
profit from your altruism, and punish them harshly.

GOOD AS NEW
At 3rd level, you learn the mending cantrip, and when you
cast it the damage you target can be 5 feet or smaller in
any dimension, rather than 1 foot.

OATH SPELLS To help others, let's help me fir


You gain oath spells at the paladin levels listed.
st.
Paladin
Spells
Level
3rd absorb elements, sanctuary
7th augury, calm emotions
15th bestow curse, remove curse
18th divination, fabricate
20th creation, wall of stone
CHANNEL DIVINITY

Paladin
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Pooled Risk. When a creature within 30 feet of you takes damage, you can use your reaction and
Channel Divinity to evenly distribute the damage between every willing creature within 30 feet of you,
ignoring resistance and immunity.
If a creature has 0 hit points or the damage would reduce it to 0, it doesn't take a share of damage,
and the shares are recalculated excluding it. If the distributed damage reduces every creature to 0,
Pooled Risk fails.
Fair Share. As an action, you gain precise control over your healing magics, using your Channel
Divinity. For the next 10 minutes, whenever a paladin spell you cast restores a creature that did not
already have its maximum hit points to full health, you use any remaining hit points to regain
expended points from your Lay on Hands pool.

AURA OF LIABILITY
At 7th level, an aura of accountability surrounds you. Once per turn when you or a creature within 10
feet of you takes damage, you can deal psychic damage to the attacker equal to your Charisma
modifier (a minimum of 1), so long as the creature that dealt the damage is also within your aura.
At 18th level, the range of this aura increases to 30 feet.

COVERED PERILS
You are so experienced with the most common forms of accident that your body becomes
supernaturally inured to them. Starting at 15th level, you have resistance to fire, lightning, and
thunder damage. You can target a creature or object within 60 feet of you with absorb elements
instead of yourself, granting the target resistance to the damage taken so long as the target took fire,
lightning, or thunder damage. You choose whether you or the target of the spell gains the benefits
absorb elements grants to melee attacks.

RATE ADJUSTMENT
At 20th level, as an action, you can become an avatar of rejuvenation. For 1 minute, scars, blemishes,
and the ravages of time vanish and you appear in the prime of your life.
In this state, you gain the following benefits:
Once on your turn before you make an attack roll, ability check, or saving throw, you can request
collective aid. Any willing creature within 30 feet of you can roll a d20, and you use the result of
your choice instead of rolling your own d20. You then add any of your modifiers, as normal.
An enemy can take damage from Aura of Liability any number of times on a turn, rather than once.
When a creature takes damage that activates your Aura of Liability, it gains 10 temporary hit
points.
Once you use this feature, you can't use it again until you finish a long rest.

You might also like