Base Class: Paladin
The Tenets of the Hospitallers' Oath often drive a Paladin to place the lives of others above their own.
To Bear a Shield is to Be a Shield: I will defend those who cannot defend themselves. I will endeavor to place myself between those with malicious intent and those who would be their victims.
Spread Life's Light: My shield will reflect the light of life. I will heal the sick and the wounded. I will guide and teach those who might heal others.
First, do No Harm. Second, do Know Harm: All life is sacred, those who seek to end it or cause suffering for their own gains are enemies to the Hospitaller, and shall meet divine justice. Death at my hands will be meted out only to those who have earned it.
Additionally, Hospitallers hold to three rules on the battlefield:
- Good men and women will die.
- I cannot save everyone.
- I will march through hell to break rules one and two.
Hospitaler Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Hospitaler Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Spare the Dying, Shield, Zephyr Strike |
| 5th | Healing Spirit, Warding Bond |
| 9th | Counterspell, Life Transference |
| 13th | Resilient Sphere, Sickening Radiance |
| 17th | Greater Restoration, Mass Cure Wounds |
Hospitaler Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Augment Potion: You can bless and augment a number of potions equal to your Proficiency Bonus, this augmentation lasts for up to 24 hours [or until you channel divinity again]. The duration (if any) of an augmented potion is doubled, if the potion calls for die rolls the number of dice is doubled. This process takes 1 minute per potion.
Create Concealment: You create a 20-foot-radius sphere of dark fog centered on a creature you touch (including yourself). The fog moves with the target, remaining centered on them and making the affected area Heavily Obscured. The fog appears lighter to you and the target and both can see through it as though the area is Lightly Obscured. This fog lasts for a number of minutes equal to your charisma modifier, and spreads around corners. You may choose to end this effect as a free action. This is a magical effect.
Aura of Situational Awareness
Starting at 7th level you can convey your tactical awareness to your allies with communication and silently through a divine aura. Allies within 10 feet of you can use a bonus action to take the Disengage or Dodge action. A number of creatures equal to your Proficiency Bonus can use this benefit each turn.
At 18th level, the range of this aura increases to 30 feet.
Defiant Resolve
Starting at 15th level, you can tap into your pool of healing power when you fail a saving throw. Using your reaction you can draw from your Lay on Hands pool, adding a number up to your Proficiency bonus to your save, potentially turning a failure into a successful save. This reaction may be taken after the GM determines success or failure but must be before any damage dice are rolled.
Rule Number Three
At 20th level, your are peerless in keeping soldiers on their feet and your holy auras maintain that drive. You gain the following benefits:
- You roll all death saves with advantage.
- Once per long rest when you roll a 20 on a death save you may transfer that success to one dying ally within 30 feet of you. This character is stabilized, remaining at 0 hp but no longer making death saves.
- The rules for instant death by massive damage do not apply to allies within 60 feet of you.
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