Paladin
Base Class: Paladin

Paladins who take the Oath of Heart hold nothing more sacred than the love one carries within. They work with unyielding ferocity to strike down any who should threaten those closest to them. Many who swear this oath are devoted to their family, their partner or their home instead of any higher power or deity. 

TENANTS OF HEART

Taking this oath often coincides with other important life events such as marriage, the birth or adoption of a child, or the establishment of a permanent homestead. Though the words and strictures of the Oath of Heart can be intensely personal, most share the following tenants.

Love. Those who hold love within them are to be protected. Foster the love in your own heart and help it grow in others. Those without love are to be pitied, not reviled.

Loyalty. Keeping your word to your loved ones is critical. Never break a promise made from the heart. Do not fear breaking free from those who would betray your loyalty.

Passion. Move through the world with a great passion for what you do and seldom will you stumble. Do not let apathy take you, even in the darkest of hours.

Friendship. One who walks alone is easier to bring down than one who walks with friends. Making friends and keeping them brings greater strength than any training.

Kindness. A moment of kindness can change the trajectory of an entire life. Never be cruel, even if it seems the easier path.

Oath Spells

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

Oath of Heart Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Emotional Balm. You can use your Channel Divinity to emanate a calming atmosphere. As an action, chosen creatures within 10 ft. must succeed on a WIS saving throw or become indifferent about creatures of your choice that they are hostile towards for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. 

Ardent Shift. You can use your Channel Divinity to change places with one of your allies in a moment of potential catastrophe. As a reaction, when a friendly creature you can see within 30 ft. is about to be visibly dealt damage from any source, you and the friendly creature teleport, changing places. If an attack roll was the source of the damage, the attacker must use the original roll from the triggering attack. If the damage was the result of a saving throw, you must attempt to save against the effect. 

You cannot use this channel divinity if both you and the target friendly creature would be dealt the triggering damage. For example, if you are both within the area of effect of a fireball, a dragon's breath weapon, or any spell, trap, or effect that targets multiple creatures simultaneously. 

Aura of Kinship

Starting at 7th level, your love for your friends enhances any magic that heals them while they're close.

Whenever a spell restores hit points of a friendly creature within 10 feet of you, they regain an amount of hit points equal to your proficiency bonus. Additionally, you and friendly creatures within 10 feet of you cannot be poisoned.

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

Considerate Steel

Starting at 15th level, you can better defend your loved ones by fusing magic and steel. When you take the attack action, you can use your Lay on Hands feature or cast a spell that restores hit points as a bonus action.

Guardian of Heart

At 20th level, you are infused with the power of love, and become the avatar of heart. 

As an action, you gain the following benefits for 1 minute:

  • Tethers of loving energy extend from your heart, embracing friendly creatures within 30 ft. of you.
  • At the end of each of your turns, you and each tethered creature regains 10 hit points.
  • Enemies have disadvantage on attack rolls made against tethered creatures other than you.
  • Whenever you or a tethered creature fails a saving throw, they can use their reaction to reroll it. They can choose which roll to use.

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

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