Paladin
Base Class: Paladin

The Oath of Refuge calls for a paladin to soothe pain in the world, and to reinvigorate joy through healing, mercy, and self-sacrifice. These paladins know nothing of vengeance when faced with adversity. They seek only reconciliation with those that deem them as enemies. However, they will not hesitate to answer a call to action if the well-being of friends are at stake. Loyal to a fault, these paladins hold dear the bonds of camaraderie and fellowship they share with others. But ultimately, the mission of these paladins is to heal the world and its peoples of suffering. Whether through charity to the downtrodden or through miracles to the sick, their dutiful protection of life make them a shelter to all who are weary.

TENETS OF REFUGE

The tenets of the Oath of Refuge exemplify true compassion. Paladins who adhere to the wisdoms of this oath are bastions of benevolence.

Solace unto All. Offer deliverance and comfort onto those who suffer in any way. Friend or foe, good or evil.

Pacifism is True Victory. Victory through violence and rage is no true victory. To attain peace, one must do so peacefully.

Bring healing through Forgiveness. Have nothing but love and mercy for those who have wronged you. Bare no malice and remember no sin.

Charity is an Absolute. Give and give to the fullest. Not just with gold, but with blood as well.

Nurture the bonds of Fellowship. Bring joy to the hearts of those that evoke joy within your own.

Self-Sacrifice is the Ultimate Display. There is no greater love than this. That one would lay down his life for his friends.

Channel Divinity

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

Pacifist's Protection: As an Action, you can cause yourself and any creature of your choice within 60 ft. of you to become resistant to all damage types for one minute. Additionally, for the duration, if you end a turn of yours in which you dealt no damage, all creatures affected by this Channel Divinity become immune to one damage type of your choice until the start of your next turn. 

Blessed Hands: When you heal a creature using "Lay on Hands", any number of additional creatures of your choice that you can see within 60 ft. of you is healed for an amount equal to half the amount the initial creature was healed for. 

Oath Spells

You learn the Guidance and Resistance cantrips. They count as Paladin spells for you and don't count against the number of Paladin spells you know. 

Additionally, you gain oath spells at the Paladin Levels listed.

Oath of The Refuge spells

PALADIN LEVEL SPELLS

3rd

Healing Word, Sanctuary

5th

Calm Emotions, Lesser Restoration

9th

Beacon of Hope, Create Food and Water

13th

Death Ward, Freedom of Movement

17th

Greater Restoration, Raise Dead

Blessings of Bestowal

At 7th level, You can bestow, as a beacon of protection, blessings upon blessings to the allies around you. You gain the following benefits:

Consecrated Strike. Even through violence you practice pacifism. If you make a melee weapon attack against a creature of your choice (other than yourself), you can choose to make it with advantage. On a hit, your target takes no damage and is instead healed for an amount of Hit Points equal to the damage roll of your attack had it dealt damage. 

You can do so an amount of times per short or long rest equal to your Charisma modifier.

Safeguard Shield. You become a sanctuary from harm. As a Bonus Action on your turn, you can emit a divine ward with a 10 ft. radius, which lasts until the start of your next turn. Any creature of your choice (including yourself) within the ward is treated as though it is in total cover by creatures hostile toward you. While in total cover in this way, a creature is immune to damage dealt to it due to being in the area of effect of a spell or harmful effect.

You can do so an amount of times per long rest equal to your Charisma modifier.

Smite Bestowal. Your smites can be shared abundantly. You gain a special reaction per turn usable only for this feature. When a creature you can see within 30 ft. of you hits with a melee weapon attack, you can use this special reaction to expend a spell slot and have the attack deliver a Divine Smite. The strength of the affected creature's Divine Smite is dependent on the level of the spell slot expended through this reaction as described in your "Divine Smite" feature. At 11th Paladin Level, when a creature of your choice (other than yourself) that is within 30 ft. of you hits with a melee weapon attack, its attack deals an additional 1d8 radiant damage.

At 18th Paladin level, the range of this feature increase to 60 ft., and grants an additional 2d8 radiant damage to attacks on a hit, instead of 1d8. 

Savior's Sacrifice

At 15th Level, You can, through a selfless miracle, lay down your own life to protect those who are in danger. If a creature (other than yourself) that you can see within 60 ft. of you is targeted by an attack or spell, you can use a Reaction to switch places with that creature in a flash of light. You then become the target of the oncoming attack/spell, and you gain an amount of temporary Hit Points equal to either the amount of damage dealt to you by it or your current temporary Hit Point amount (whichever is higher). For instance, if you use this reaction and you take 25 slashing damage as a result, you gain 25 temporary Hit Points, gaining 26 temporary Hit Points instead if you had 26 temporary Hit Points upon taking this reaction. If the damage you take as a result of this reaction is equal to or less than your Paladin Level, the amount of temporary Hit Points you gain is instead equal to either your Paladin Level or your current temporary Hit Point amount (whichever is higher). For instance, if you use this reaction as a 15th Level Paladin while having 25 temporary Hit Points and you take 14 slashing damage as a result, you gain 25 temporary Hit Points, gaining 15 temporary Hit Points instead if your temporary Hit Point amount was 15 or less.

Upon using this reaction, the creature you switch with gains an amount of temporary Hit Points equal to double the amount you gain from it. The creature is instead healed for this amount if it has 0 Hit Points upon being switched with.

Any temporary Hit Points granted through this feature last until you finish a short or long rest. Any damage you take as a result of this feature can only be healed by either expending Hit dice during a short rest or by finishing a long rest.

Bastion of Refuge

At 20th level, You can assume the form of a divine guardian in shimmering armor. Using your Action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • While a creature (including yourself) has temporary Hit Points through your "Savior's Sacrifice" feature, it gains a bonus to its AC equal to your Charisma modifier and makes saving throws with advantage.
  • You emit bright light in a 60 ft. radius. A creature of your choice (including yourself) that starts its turn within this light is immune to all diseases, as well as the poisoned, blinded, deafened, stunned, and paralyzed conditions until the start of its next turn. Upon gaining these immunities, any effects causing the creature to be afflicted with any of the listed conditions immediately end.
  • If a creature of your choice (other than yourself) takes the Attack Action on its turn while within 60 ft. of you, it can make one additional weapon attack as part of the same action.

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

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