Base Class: Paladin
Paladins that have sworn an Oath of Compassion are tasked with showing allies and enemies alike care and mercy. Their role on the battlefield is to heal as much as to fight.
These paladins share the following tenets:
- Preserve life at any cost.
- Treat your enemies with respect.
- Protect the weak and innocent.
Level 3: Oath of Compassion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Compassion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Cure Wounds, Healing Word |
| 5 | Aid, Prayer of Healing |
| 9 | Mass Healing Word, Revivify |
| 13 | Aura of Life, Death Ward |
| 17 | Mass Cure Wounds, Raise Dead |
Level 3: Alleviate Pain
As a bonus action, you can expend one use of your Channel Divinity to radiate protective energy in a 30-foot emanation. Until the end of your next turn, you have resistance to all damage, the emanation is filled with bright light, and whenever a creature you can see within the emanation would take damage, you can choose to take that damage instead. You also gain temporary hit points equal to your paladin level, which last for the same duration.
Level 3: Restorative Smite
When you cast a Paladin Spell as a bonus action, you regain expended points from your lay on hands pool of healing equal to your charisma modifier plus the spells level.
Level 7: Aura of Grace
When a creature is reduced to 0 hit points while in your Aura of Protection, you can cause it to become stable. You can then use a reaction to expend points from your Lay On Hands pool of healing and restore hit points to the creature equal to the number of points expended.
Level 15: Searing Restoration
Once per turn when a creature within your Aura of Protection regains hit points, you can deal radiant damage equal to your charisma modifier to each creature of your choice within your Aura of Protection.
Level 20: Guardian of Life
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Wellspring of Life. The first time you deal damage to a hostile creature on each of your turns, you can restore up to 50 Hit Points, divided as you choose among any number of creatures that you can see within your Aura of Protection.
Necrotic Immunity. You and your allies within your Aura of Protection are immune to necrotic damage.
Improved Healing. You and any creature of your choice within your Aura of Protection regains the maximum number of Hit Points possible from any healing.
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