Paladin
Base Class: Paladin

Inspired by the Oath of Medicine by Louis.D

Paladins who swear the Oath of Medicine dedicate their lives to preservation rather than destruction. Guided by vows of care, compassion, and unyielding duty, they stride into battle not as conquering champions but as living symbols of hope. These healers wield divine power like a scalpel—precise, controlled, and focused on saving lives. Whether stabilizing the fallen under a hail of arrows, purging sickness with radiant grace, or placing themselves between death and the innocent, an Oath of Medicine paladin is a shield for the vulnerable and a healer for the wounded, embodying the belief that every life is worth fighting for.

Healing Smite (Replaces Divine Smite as written in the PHB). Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or  a fiend, to a maximum of 6d8. 

Alternatively. When you hit a creature with a melee weapon attack, you can choose to channel restorative divine energy instead of destructive force. You expend a spell slot to restore hit points to a creature you can see within 30 feet of you. This healing occurs simultaneously with your attack.

Improved Lay on Hands. At 11th level, instead of the Improved Divine Smite feature, you may choose one of the following features:

  • You no longer need an action to use the Lay On Hands feature but a bonus action instead.
  • Add one and a half times your current paladin level to the amount of your pool of healing.

 

 

Level 3: Channel Divinity - Physician's Rebuke

Viewing unnecessary violence as an affront to life, you can use your Channel Divinity to make an attacker feel the pain they inflict. The attacker must make a Wisdom saving throw (DC13). On a failed save, the attacker takes radiant damage equal to the damage they just dealt and their target heals for half the damage taken. On a successful save, the attacker takes half as much damage and their target receives no healing from this feature.

Level 3: Channel Divinity - Triage

You can use your Channel Divinity to direct the flow of battle, marking a critical ally for immediate aid and drawing attention. Choose one ally within 60 feet. For the next minute, any healing spell or effect used on that target (including it’s own) restores the maximum possible hit points. Additionally, you can use your Lay on Hands feature on that target as a bonus action, even if the target is beyond the normal touch range (up to 60 feet away). This effect ends if you are incapacitated or uses this Channel Divinity option again.

Level 7: Aura of Stabilization

You and friendly creatures within 10 feet of you gain the following benefits:

  • When a creature at 0 hit points starts its turn in the aura, it automatically becomes stable.
  • Creatures in the aura have advantage on death saving throws.
  • When you restore hit points to a creature inside the aura, they gain additional temporary hit points equal to your Charisma modifier (minimum of 1).

At 18th level, the aura’s range increases to 30 feet.

Level 15: Surgeon's Intervention

Your mastery of divine medicine allows you to repair even catastrophic wounds.


As a reaction when a creature you can see within 30 feet takes damage that would reduce it to 0 hit points, you can expend a use of Channel Divinity to interrupt the harm and preserve life.

The creature instead drops to 1 hit point, and you immediately restore hit points equal to 2d8 + your Charisma modifier + your paladin level.

In addition, any nonmagical diseases or poisons affecting the creature are immediately cured.

You can use this feature once per long rest unless you expend Channel Divinity to do so.

Level 20: Avatar of Restoration

As an action, you assume this healing form for 1 minute, gaining the following benefits:

Healing Radiance. At the start of each of your turns, you and any allies of your choice within 30 feet regain 10 hit points.

Perfect Medicine. When you cast a healing spell of 1st level or higher, maximize the healing—no dice are rolled.

Bulwark of Life. Whenever a creature within 30 feet takes damage, you may use your reaction to reduce the damage by an amount equal to your paladin level.

Death Denied. You cannot be reduced below 1 hit point while the form persists. In addition, creatures you heal during this transformation gain advantage on all saving throws until the start of your next turn.

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

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