Paladin
Base Class: Paladin

Paladins who take the Oath of Remedy become more than solely crusaders or holy knights; they live the life of a healer. They are sworn to do no harm to those who cannot harm others, to bring aid to everyone possible without bias, and to always collaborate with others when it can alleviate pain, never seeking personal glory. They view healing as more than only physically tending to others, however, and take up the duties of a Paladin in an attempt to heal people in a more holistic sense. Beyond all, they seek to ease suffering however they can.

Channel Divinity

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

Salving Weapon. As an action, you can imbue one weapon that you are holding with healing energy, using your Channel Divinity. For 1 minute, when you expend a spell slot to use Divine Smite, you can heal a creature of your choice within 30 feet of you by the amount of the damage roll plus your Charisma modifier.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Remedy Spells
Paladin Level Spells

3rd

healing word, goodberry

5th

prayer of healing, barkskin

9th

beacon of hope, mass healing word

13th

otiluke’s resilient sphere, stoneskin

17th

mass cure wounds, greater restoration

Aura of Respite

Starting at 7th level, friendly creatures that end their turn within 10 feet of you (including yourself) can be granted 1d6 Temporary Hit Points.

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

Balming Weapon

Beginning at 15th level, when you take the attack action, if you hit a creature with a melee weapon, you can heal a creature of your choice within 30 feet of you by 1d8 plus your Charisma modifier.

Miracle Worker

At 20th level, as an action, you can cast the spell Raise Dead without any material components.

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

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