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 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 cent 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spell |
---|---|
3rd | absorb elements,XGE sanctuary |
5th | augury, calm emotions |
9th | glyph of warding, remove curse |
13th | divination, fabricate |
17th | greater restoration, mass cure wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Pooled Risk. When a creature within 30 feet of you takes damage, you can use your reaction to evenly distribute the damage between every willing creature within 30 feet of you.
If a creature has 0 hit points or the damage would reduce it to 0, that creature 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.
Recompense. When you or a creature that you can see within 60 feet of you ends a spell that failed to deal damage, you can use your reaction and your Channel Divinity to restore the lost spell slot. The spell must be capable of dealing damage. The level of the spell slot that you restore cannot exceed your paladin level divided by 3.
Aura of Liability
At 7th level, an aura of responsibility surrounds you, so even the most evil creatures feel remorse. 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 it is also within your aura.
At 18th level, the range of this aura increases to 30 feet.
Covered Perils
You are so experienced in common forms of accident that your body is supernaturally inured to them. Starting at 15th level, you have resistance to fire, lightning, and thunder damage. You can target creatures and objects within 60 feet of you with absorb elements, instead of yourself, so long as that creature took fire, lightning, or thunder damage.
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. Creatures within 30 feet of you can roll a d20, and you use the highest number rolled on one die instead of rolling.
- 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 regains a number of hit points equal to your Charisma modifier (a minimum of 1).
Once you use this feature, you can't use it again until you finish a long rest.
Frostgrave Sigilist, Dmitry Burmak