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The Oath of Sacrifice binds a paladin to the idea that goodness has a cost and requires sacrifice. Each scar is a reminder of what it takes to bring hope and to drive out the darkness. They work to protect the fallen from themselves and others, with the soul of each enemy who they fail to redeem weighing heavy upon their hearts. The Paladins of Sacrifice bear the cost of spreading the light and hope they bring to others.

Tenets of Sacrifice

Heavy Soul Hallowed soul and holy ideals require sacrifice that the Grey Knight is willing to bare.

Kindling the Fallen To those who are darktouched, offer mercy, guidance, make sacrifice to redeem them.

Hallowed Heart The sacrifices you make are not made in vain, for they offer mercy and redemption. Each sacrifice purifies your soul

Hope's Dawn The Fallen and downtrodden need to be shown hope, a way to redemption. Your sacrifice shows that it has coast, but also worth.

Driving Out the Darkness When redemption is no longer an option, the darkness must be defeated…no matter the cost.

Sorts de serment

Niveau de paladin Sorts
3 Héroïsme, Protection contre le bien et le mal
5 Restauration partielle, Tenir la position
9 Lueur d'espoir, Lumière du jour
13 Bannissement, Protection contre la mort
17 Colonne de flammes, Sanctification

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

Sacred Offering As Bonus Action, you repeat a portion of your Oath of Sacrifice, resolving to defeat the darkness, no matter the cost. For the next minute, you gain a bonus to hit and to damage with weapons, but it requires sacrifice. +1 bonus costs 1d8 HP . +2 bonus costs 2d8 HP . +3 bonus costs 3d8HP . Your weapon attacks count as magical for the duration.

Draw the Darkness As an action, you present your holy symbol and speak a prayer compelling Fiends and Undead to focus on your sacred presence. Each Fiend or Undead with in 30ft of you who can hear or see you must make a WIS Saving throw, becoming Drawn upon failure for up to 1 minute.

A Drawn creature has disadvantage to attack any creature other than you, and must make a WIS Saving throw each time it attempts to move to a space more than 30ft from you, if it succeeds, it can move to that space.

Aura de Détermination

A partir du niveau 7, peu effrayé par le prix du sacrifice, les créatures alliées dans un rayon de 3 mètres ainsi que vous même ne pouvez être charmés tant que vous êtes conscient. Au niveau 18, la portée de l'aura augmente à 9m.

Sacrifice Fulgurant

A partir du niveau 15, lorsque vous êtes réduit à 0 point de vie et que vous n'êtes pas immédiatement tué, votre serment se sert de votre propre douleur comme d'un sacrifice sacré afin de punir sa source. La créature qui vous a infligé les dégâts qui vous ont mené à point de vie subit la moitié des dégâts infligés.

Last Stand of the Martyr

At 20th level, if you are reduced to 0hp, you are engulfed by radiant energy which allows you to resist falling unconscious and fight on for 1 minute or until death. Each time you take damage during a last stand, you must make a death saving throw, regardless of the damage dealt. You die if you gain 3 death saving fails, the minute ends before you receive any healing, or if enough damage is dealt to kill you outright in one hit. Once you use this feature, you can’t use it again until you finish a long rest.