Paladin
Base Class: Paladin

Paladins who take this oath have sworn to carry on the memory of another person or place and preserve the lives of others. They often remember a historical figure or a close friend or family member.

Oath Spells

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

Oath of Remembrance Spells

Paladin Level

Spells

3rd

Healing Word, Sanctuary

5th

Aid, Prayer of Healing

9th

Remove Curse, Revivify

13th

Death Ward, Private Sanctum

17th

Greater Restoration, Mass Cure Wounds

Channel Divinity

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

Healing Smite. When you deal damage with your divine smite, you can heal yourself or an ally within 30 feet for an amount of hit points equal to the radiant damage dealt. 

Share the Load. When an ally within 30 feet of you takes damage, you can use your reaction to half the damage they take (rounded down) and take the other half of the damage yourself. This damage cannot be reduced in any way. As part of this reaction, you can make an attack against one creature within 5 ft. of you. On a hit, the attack deals additional damage to what you took.

Radiant Initiative

At 7th level, when you roll initiative, an amount of allies equal to your Charisma modifier that you can see (including yourself) gain temporary hit points equal to 1d8 + half your paladin level. 

If any of these hit points remain at the end of combat, they disappear.

Aura of Restoration

At 15th level, you emit an aura of stabilizing power to your allies. If you or an ally within 10 feet of you succeeds on a death saving throw, they automatically regain 1 hit point. 

The range of this aura increases to 30 feet at 18th level. 

Fearless Protector

At 20th level, you can invoke your protective spirit to help both you and your allies evade death. As an action, you can activate this state, which grants you the following features for 1 minute:

  • You and each ally within 30 feet of you gain the benefits of half cover. 
  • Each ally in your Aura of Restoration has advantage on death saving throws. 
  • You have advantage on saving throws against magical effects. 

Once you have used this feature, you cannot do so again until you complete a long rest.

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