Paladin
Base Class: Paladin

In the eyes of a paladin who takes the oath of the healer, life is more than a gift; it is a divine blessing they must strive to protect.  Known as hospitallers or chirugeons, paladins who take this oath are dedicated to the remedial care of those who are ravaged by disease or war, be they pauper or noble, peasant or warrior. Many are dedicated medics in infantry units, while others are emissaries from faraway lands who set up clinics from which they tend to the sick. While battle is still their charge, those who walk the Oath of the Healer take arms with two primary purposes in mind: the good health of their clergymen and countrymen, and the protection of life itself.

Tenants of the Healer

Though still trained in the martial arts and powerful damaging spells as any other paladin, a healer's primary oaths are dedicated to the safety and health of those under their charge.

Heal the Sick and Injured. If a civilian or allied warrior comes to you with an ailment that's in your power to cure, you must do everything in your power to aid them.

Life Over Death. If given a choice between saving a life or taking a life for the greater good, lean towards salvation. Some lives must be taken to prevent further widespread death, but weigh your decisions carefully. You will not be chastised so long as you follow your heart, and not give into fear, temptation, or revenge.

Stop the Spread of Disease and Conflict. Plagues can ravage entire kingdoms, and senseless war can lead to the deaths of undeserving innocents. You must do everything in your power - be it through your strength of arms or the compassion within your heart - to preserve the spark of life.

Oath Spells

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

Oath of the Healer Spells

Channel Divinity

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

Hospitaller's Pledge. You can use your Channel Divinity to restore the power of your Lay of Hands. As an action, you may restore a number of hit points in your Lay on Hands pool equal to 2 x your character level. This cannot cause your Lay on Hands pool to go above its base daily amount.

Purge Illness. You can use your Channel Divinity to heal the afflictions of those who are suffering. As an action, you may choose a creature within 30 feet and remove the following conditions if they are afflicted by them: blinded, deafened,  paralyzed, petrified,  poisoned, and stunned, plus any diseases they are afflicted with.

Aura of Healing

Starting at 7th level, your healing power radiates outward. Once per turn, when an allied creature within 10 ft. of you restores hit points from a spell or effect you use as an action or bonus action, you may choose another creature within that area - including yourself - that was not also healed by the same spell or effect. That creature restores half as many hit points as the initial target received.

Alternatively, if you choose yourself as the target for this feature, you may forgo restoring hit points and instead add the amount of hit points you would otherwise restore to your Lay on Hands pool. This cannot cause your Lay on Hands pool to go above its base daily amount.

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

Protective Ward

Starting at 15th level, your healing magic wards your allies from further harm. When you cast a spell or use an ability that restores hit points to a creature - including yourself - that creature gains a shield of divine energy around them. The next weapon or spell attack made against a shielded creature has disadvantage, at which point the shield around them dissipates. If not used, the shield lasts until the beginning of your next turn.

Avatar of Life

At 20th level, you emanate the essence of life itself. Using your action, you unleash a healing light around you, which confers you the following benefits for 1 minute:

  • You restore 10 hit points at the start of your turn.
  • You have resistance against all non-magical damage.
  • When creatures within the range of your Aura of Healing restore hit points from spells or abilities that use an action, bonus action, or reaction, you may add an extra 1d6 + your charisma modifier to the amount of hit points restored.
  • Designated creatures within your Aura of Healing are cured of the blindeddeafened,  paralyzedpetrified,  poisoned, and stunned conditions, along with any diseases they are afflicted with. They are immune to these conditions as long as they remain in the aura.

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

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