Base Class: Paladin
The Oath of Restoration is an oath that often arises from a place of empathy and known mainly by the most wholesome of healers. Know for their ability to heal grievous wounds and bolster the healing potential of others, they often find themselves well-aligned alongside clerics, but can often hold their own when it comes to supporting their allies.
Tenets of Restoration
Heal The Sick. If one has the power to heal, it is their duty to do so.
Seek Reconciliation. Many problems can be solved through intimidation or violence. These shall not be your first resort.
Preserve the Righteous. Death should not come early to those who do not deserve it. Preserve the righteous to the best of your ability, so they may live without fear.
Accept Death. A true and final death comes to all eventually. When your time comes, accept it.
Oath Spells
You gain the Oath spells at the Paladin levels listed in the Restoration Spells table. See the Sacred Oath class feature for how Oath spells work.
Restoration Spells
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Healing Word |
| 5th | Gentle Repose, Prayer of Healing |
| 9th | Counterspell, Beacon of Hope |
| 13th | Death Ward, Private Sanctum |
| 17th | Greater Restoration, Mass Cure Wounds |
Channel Divinity
When you take this Oath at 3rd level, you gain the following Channel Divinity options.
Righteous Recovery. You can use your Channel Divinity to recoup much of the divine energy you have expended. As an action, you can use your Channel Divinity to recover half the total amount of hit points within your Lay on Hands pool (rounded up). If your Lay On Hands pool's total would increase beyond its maximum, you may touch a creature as part of this action and give them a number of temporary hit points equal to the overflow.
Divine Salvation. You can use your Channel Divinity to heal the afflictions of those who are suffering. As an action, you can harness the hit points from your Lay On Hands pool and expend points from it at a distance. As part of this action, and as an action for the next minute, you can heal creatures within 30 ft. of you using hit points from your Lay On Hands pool, as if you were touching them.
Aura of Restoration
At 7th level, you gain the power to revitalize your allies within a 10 ft. aura, which is centered on you.
Once per turn, when a creature within this aura regains hit points from a spell or effect that uses an attack, action, bonus action, or reaction, you can choose a different creature within your aura that was not affected. That creature regains a number of hit points equal to your Charisma modifier (minimum 1). If you choose yourself as the secondary target for this feature, you may choose to forego healing yourself to add any amount of hit points you would otherwise regain to your Lay On Hands pool. These hit points cannot increase your Lay On Hands pool above its maximum.
When you reach 18th level, the range of this aura increases to 30 ft.
Vampiric Smite
Starting at 15th level, you can siphon a hostile creature's vitality for your own use.
Once per turn, when you deal damage to a hostile creature with your Divine Smite, you can have a friendly creature within your Aura of Restoration regain 1d6 hit points. If the target of your Divine Smite is Undead, the number of hit points regained is doubled.
Herald of The Light
When you reach 20th level, you learn to harness the divine to become a beacon of life.
As an action, you begin to emanate healing light, filling the area around you in a 60 ft. radius with bright light, and 60 ft. beyond that with dim light. While emanating light in this way, you gain the following benefits for the next minute:
- You regain 10 hit points at the start of each of your turns.
- The radius of your Aura of Restoration increases to 60 ft.
- Whenever the healing effect of your Aura of Restoration is triggered, both creatures regain an additional 1d6 hit points.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th level spell slot to do so again.
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