Base Class: Paladin
The tenets of the Oath of Renewal encourage the restoration of balance and moderation.
Balance. Good and evil are at war with one another, and those that have dogmatic ideals may act without care for those caught in their schemes. Seek to restore balance and protect victims of this conflict.
Temperance. Chaos can be destructive while order can be stifling. Seek to free those caught in the turbulence or oppression of either.
Tolerance. Conflict often has unforeseen collateral damage. Seek to avoid making decisions that seem chaotic and rash, but do not avoid action all together.
Receptive. Change is not always unwelcome. Restore the balance when it is, accept the new state of the world when it isn't.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Protection from Change. As an action, you shield a number of creatures equal to your Charisma modifier (minimum of 1) from changes to their state of being. For 1 minute, you guard the selected creatures from incoming detrimental status effects. If the creature is already under a detrimental status effect, it becomes ineffective for the duration of this ability, and resumes its effect if its duration is longer than the duration of this ability.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Return to Balance. As an action, you make an effort to restore a creature to its original state of being. An enemy makes a saving role against your spell save DC. If the enemy succeeds, this ability fails. Upon failing the saving throw, you choose a number of effects (good or bad) on the enemy up to your Charisma modifier (minimum of 1) to end. Allies can choose to be unaffected by this ability, causing it to fail. The effects must have a specified duration in order to end them early.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Renewal
While you are conscious, if a friendly creature (including you) within {{scalevalue}} ft. takes damage or does damage, you may use your reaction to restore a number of hit points equal to your Charisma modifier (minimum of 1) to the friendly creature.
At 18th level, the range of this aura increases to 30 feet.
Balanced Spirit
At level 15, healing can be used to damage, and damage can be used to heal. Your healing spells and abilities also damage enemies within 5 feet of the target you heal (including you). Enemies within 5 feet take force damage split among them equal to the amount you healed the target for. Also, your damaging spells and abilities heal allied creatures (including you) within 5 feet of the target you damage. The amount of hit points restores is equal to the amount of damage done by the spell or ability, split among the healed targets. This feature can not trigger itself.
Tempered Champion
Once per long rest, as an action, you can become a font of resilience and restoration. For 1 minutes, you gain the following attributes.
You gain resistance to all damage types.
You gain temporary hits points equal to 10 times your Charisma modifier (minimum of 10).
Healing and Restoration spells and abilities that take 1 action to cast can be cast as a bonus action.
Healing and Restoration spells and abilities that target a single creature can target two.
Healing spells and abilities that affect more than one target (including those improved by this ability) gain additional healing equal to your Charisma modifier (minimum of 1)
Comments