# Oath of Rescue The Oath of Rescue is an oath taken up by paladins who are ready to give up their lives to save others. For whatever reasons, paladins who dedicate themselves to this oath would be willing to fight for the hope of resucing someone even when others tell them its impossible. These paladins face evil creatures in the hope of either stalling them for time or eliminating them once they are truly dangerous for others. Paladins who follow this path are known as rescuers. To these paladins, their lives are resources to be used to save others. However, they are not fools. They know when a situation is truly hopeless and if they can't save people, they sure as hell can avenge them. (Firefighters, rescue divers can be considered paladins of this oath) ## Tenets of Rescue - **Life is a Blessing**. Lives are blessings, I will do whatever I can to cherish and preserve them. - **Run Fast, Laugh Hard, Be Kind** Be quick, every second counts. Be Kind and smile, because your presence makes a difference. - **Always One More**. There's always one more person to save, one more person makes a difference. - **Getting Even**. If someone dies on my watch, it's my fault. I'll do whatever I can to get Justice. ## Oath Spells |Paladin Level |Spell| |-----|--------| |3rd |Sanctuary, Longstrider | |5th |Warding Bond, Kinetic Jaunt | |9th |Haste, Mass Healing Word | |13th |Death Ward, Freedom of Movement | |17th |Far Step, Temporal Shunt | ## Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. - **Vow of Rescue**. As a bonus action, you utter a vow of rescue to friendly creatures within 15 feet of you, using your Channel Divinity. For the next 10 minutes, as a reaction, any hostile creature that targets a friendly creature for an attack must make a Charisma Saving Throw, unless it is immuned to being charmed. On a failed save, you become the target of the attack instead. The hostile creature may move up to their half its speed before making the attack. If they are unable to target you, they lose the attack. - **Allons-y**. As a bonus action, you utter a vow of hope to imbue your weapon with a hopeful light, using your Channel Divinity. For the next 1 minute, your weapon emits light up to a radius of 15 ft and dim light for another 15 ft. You add 1d4 radiant damage to all your damage rolls for that weapon. If the weapon is not magical, it is considered to be magical for the duration. Also, increase all your speeds by 10 ft. ## Aura of Calm Starting at 7th level, you emit an aura of calm while you aren't incapacitated. You and friendly creatures within 10 feet of you can't be frightened or charmed. At 18th level, the range of this aura increases to 30 feet. ## Protective Spirit Starting at 15th level, a holy presence mends your allies wounds in combat. Friendly creatures within 30 ft regain hit points equal to 1d8 + charisma modifier (min of 1) at the start of their turn. ## Saviour At 20th level, you can assume the form of a Saviour, which gives you two benefits: - You and your allies within 60ft gain resistance to all damage, but whenever an ally loses health, you take damage equal to the health they lose. - You gain fly speed of 60 ft. ![gandalf](https://hackmd.io/_uploads/HJ-XX0JeC.jpg) ![myheroacademia_itsfinenowwhy-700x394](https://hackmd.io/_uploads/rJPyrC1gA.jpg)