Sacred Oath: Oath of Heroism

by MohanLaoch

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Oath of Heroism

Oath of Heroism

Paladins who take an Oath of Heroism swear to protect others and save anyone in need. If there is any way they can help, they will do so. While striving to push beyond their limits, they learn to become a hero anyone can look up to and feel safe around.

Tenets of Heroism

The tenets of the Oath of Heroism guide a paladin along the path to becoming a true hero.

Protect at All Costs. Protect others no matter the hardship.

Smile for Those Who Can't. Save others with a smile, all while inspiring those around you.

Actions are Louder than Words. Your actions are louder than your words. Live by your endeavours, someday others will look up to them.

Never Leave Anyone Behind. No one gets left behind in battle, allies, friends or even enemies.

Oath of Heroism Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Saviour (10 ft.)
15th Heroic Interposition
18th Aura of the Saviour (30 ft.)
20th A True Hero

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd heroism, zephyr strike
5th magic weapon, warding bond
9th beacon of hope, motivational speech
13th aura of purity, freedom of movement
17th banishing smite, hold monster

Channel Divinity

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

Unrelenting Spirit. When you are reduced to 0 hit points but are not killed outright, as a reaction you can use your Channel Divinity to drop to 1 hit point instead.

Hero's Strike. You can use your Channel Divinity as bonus action to guide your attacks. For the next minute your weapon attacks score a critical hit on a roll of 19 or 20.

Aura of the Saviour

Beginning at 7th level you emanate an aura that revitalises you and nearby allies, allowing you to save allies even while in the midst of combat. While you're not incapacitated both you and one friendly creature of your choice within 10ft of you regain hit points equal to your proficiency bonus after you hit a hostile creature. This effect can only occur once per turn.

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

Heroic Interposition

Starting at 15th level, when an ally within 30ft of you is targeted by an attack you can use your reaction to move up within 5ft of your ally (this movement does not provoke opportunity attacks). You then instead become the target of the attack and can then make a melee attack against the attacking creature if they are in range.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses after a long rest.

A True Hero

At 20th level, you can empower yourself with the embodiment of what it means to be a hero. As an action, you gain the following benefits for 1 minute:

  • When you make an attack roll, you can treat a d20 roll of 9 or lower as a 10.
  • You cannot be grappled, restrained or knocked prone.
  • If an ally within 30ft of you takes damage you can choose to take it instead (no action required). You suffer all the normal effects of taking that damage. Once you do this you cannot do so again until the start of your next turn.

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

Oath of Heroism

Protect others, and save those in need with this new sacred oath for the world's greatest roleplaying game.

Oath of Heroism (Version 1.0) Created by MohanLaoch/ jmohandm@gmail.com

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Artist Credits:

Front Cover: Frontline Breserker by Gelar Esapria Kharisma

Back Cover: Guardian by elaina-f

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

For use with the fifth edition Player's Handbook, Monster Manual and Dungeon Master's Guide.