Paladin
Base Class: Paladin

Paladins who take the Oath of Remedy believe they are destined to help or remedy their allies or others. They train in the arts of medicine and sacred healings.

TENETS OF REMEDY

The tenets of the Oath of Remedy drive a paladin to heal and cure the wounded.

Do No Harm. Do not harm your patients, and resort to fatality only when absolutely necessary.

Patience is Virtue. Be patient and only act when the time is right.

Awareness is Key. Realize when your allies or patients are in need of help.

Humility is Truth. Grant credit when due, and do not harbor ego.

Channel Divinity

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

Radial Weapon. As an action, you can imbue one weapon that you are holding with radiation, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). Additionally, any damage dealt with this weapon cannot be healed for 10 minutes. Attacks made with this weapon can only deal Non-lethal damage. If an attack made with this weapon would down a target, they instead fall unconscious. They will automatically wake up after 10 minutes, or you can wake them up as a bonus action on any of your turns as long as you're within 30 feet of them. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Surgical Hands. As a bonus action, you can heal with far more certainty, using your Channel Divinity. For 1 minute, every 1 point of Lay on Hands you expend heals for 2 hit points on the target you use it on. If you use this channel divinity while you have zero points of Lay on Hands, you regain an amount equal to triple your paladin level, but the above effect does not occur.

You can end this effect on your turn as part of any other action. If you run out of Lay on Hands points, or if you fall unconscious, this effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Remedy Spells

Aura of Operation

Starting at 7th level, you can create an Aura of Operation. As a bonus action, you can choose a point within 90 feet of you and create a 10 foot radius sphere centered on that point. You and all friendly creatures inside of the Aura get a number of temporary hit points equal to your half your Paladin level (rounded down) when they enter the Aura for the first time on each of their turns. As an action on each of your turns you can invoke an Operation inside of the Aura.

Emergency Operation - As an action, you can choose two creatures or objects inside of your Aura which are medium size or smaller. These two targets then switch locations. Objects that are being carried require a Strength or Dexterity saving throw by the carrier (their choice). On a failure, the object is swapped. A Creature that has an intelligence above 4 and is unwilling, must make a Constitution saving throw contested by your spell save DC. If an object you're attempting to swap is being worn by a creature, the effect fails.

Expansion Operation - As an action, you can double the size of your Aura. After doing so, the Aura will disappear at the end of your next turn, and you have disadvantage on Concentration checks made to maintain it.

Injection Operation - As an action, you can focus on a target within the Aura. Make a Wisdom (Insight) check, contested by a Charisma (Deception) check from the target. If you beat their check, you have advantage on all attacks against them while they're in the Aura. If you beat their check by 5 or more, you automatically land a critical hit on attacks you land against them as well, while they're in the Aura. If the creature you're targeting leaves your aura, this effect disappears.

You can use an Operation an amount of times equal to your Proficiency Bonus before needing to take a Long Rest to use one again. Your Aura stays up for 1 minute, before it disappears along with it's effects, or until you lose concentration (as if concentrating on a spell.)

At 18th Level, your Aura starts as a 30 foot radius and becomes 60 feet when expanded.

Surgeons Chamber

Beginning at 15th level, you are always prepared to shift attacks around your Aura of Operation. As a reaction, when you or another creature are hit by an attack roll or targeted by a spell inside your Aura of Operation, you can expend a use of your Operations to perform an Emergency Operation to immediately swap the targets location with a different creature inside your aura. This reaction only works if the target and swapped creature are medium size or smaller. The creature who made the attack roll or cast the spell cannot be moved by this ability.

The chosen creature becomes the target of the effect instead of the original creature, and their locations are swapped. If the attack roll does not beat the new targets armor class, the attack misses like normal. If the effect was a saving throw, then the new target must make that save instead.

If an ability or spell, such as Raulothim's Psychic Lance, targets a specific creature, this ability does not work.

Divine Operator

At 20th level, you can become a support to rival the doctors of gods. As a bonus action, you gain the following benefits for 1 minute:

  • An Aura of Operation is created, centered on you with a radius of 120 feet. You don't concentrate on this Aura, however you cannot use your Expansion Operation.
  • You can use Emergency Operation as a bonus action on each of your turns instead of an action.
  • You can use your Operations an unlimited number of times.

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 use it again.

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