Paladin
Base Class: Paladin

Paladins of the Oath of Friendship fight for their companions. And in return, it is their companions’ faith in them that powers their divine ability. Paladins of the Oath of Friendship are never truly alone, not when the hopes and dreams of those around the world are riding on them. Paladins who take this oath are often inspiring leaders and empowering teammates. After all, the more they do to support their companions, the stronger they become.

 

Tenets of Friendship

The tenets of the Oath of Friendship compel paladins to consider how every victory is won not by their own strengths alone but by the joined efforts of their companions and every ally they’ve made along the way.

Benevolence. You will go out of your way to help your friends and companions as you believe they would do the same for you.

Trust. You trust your companions with your life. You must also be the kind of person they can trust in turn.

Teamwork. Your victories do not just belong to you; they belong to everyone who has helped you come this far.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Friendship Spells
Paladin Level Spells
3rd bless, heroism
5th aid, enhance ability
9th beacon of hope, haste
13th aura of life, freedom of movement
17th telepathic bond, greater restoration

Channel Divinity

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

Strength Among Allies. You can use your Channel Divinity to protect your allies. Immediately after an attacker within 30 feet of you hits an ally other than you with an attack or spell, you can use your reaction to negate the damage of that attack or spell, in addition you can move up to your speed towards that ally. ( This movement will provoke attacks of opportunity. )

Spirit Smite. When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. A number of creatures within 30 feet of you equal to your Charisma modifier (minimum 1) who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature’s level or challenge rating (minimum 1). At level 18, this range also increases to 60 feet.

Aura of Benevolence

Starting at 7th level, You emanate an aura of providence. You are able to be there in your allies time of need, you can use your Lay on Hands on an ally within 10 ft of you. In addition, whenever a spell heals an ally other than the caster within 10 feet of you, add your Charisma modifier (minimum 1) to the total healed.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

The Power Was In You All Along

Beginning at 15th level, you are able to empower the attacks of allies if they falter. When a friendly creature you can see within 30 feet of you makes an attack roll and misses, you can use your reaction to inspire them, granting a bonus to the attack roll to your Charisma modifier (minimum 1) and a bonus to the damage roll if the attack hits equal to your Charisma modifier (minimum 1). You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Hopes and Dreams

At 20th level, you can channel the hopes and dreams of those you fight for into a super powered version of yourself. This form looks different for every paladin, whether it manifests as glowing eyes, a change in hair color, a cloak of stars, or something else entirely. 

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • When a friendly creature other than you within 60 feet would be reduced to 0 hit points, it is reduced to 1 hit points instead. Each creature can benefit from this ability only once per transformation.
  • You can target any creature you can see within 60 feet of you with your Lay on Hands feature.
  • When you use your Divine Smite feature to deal damage to a target, each creature within 60 feet can use its reaction to make an attack of opportunity against the target, ignoring effects that prevent attacks of opportunity.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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