Base Class: Paladin
The Oath of Medicine is above all else the road less travelled, because on the days where fighting is the obvious solution, peace can seem almost impossible. The first Paladin to swear the Oath, Grandmaster Hippocrates, believed that a paladin's true role must be as a protector first and a warrior second. Those who follow this Oath seek protection through healing and nurturing, rather than protection by wrath. They are healers and doctors, who's main blade is a scalpel, and only draw swords in extreme situations to prevent loss of life.
Tenets of Medicine
The tenets of the Oath of Medicine hold a paladin to a high standard of care and diligence.
Beneficence: Always be kind, help those in need. Even if it is not easy, even if others may disagree, never turn your back on those who are suffering.
Purity: Never harm someone who is not intending harm on others. Even those who would intend harm on others are not to be killed by your hand, even if they might deserve it. That is not the purpose of your hands and heart.
Altruism: The best medicine is preventative. If it is possible to stop injury before it happens, you must. Protect those around you at all costs, even if you are resistant, there are times when you must draw your sword and wager your life for the lives of others.
Knowledge: It is your duty to chase knowledge in order to hone your pharmaceutical skills.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hand of Miracles. You can use your Channel Divinity to bestow a blessing towards those you touch. As a bonus action, you present your holy symbol and touch a creature. When you do so, you may spend and roll up to half (rounded up) of your hit dice gained from levels in the Paladin class. The creature regains hit points equal to your Charisma modifier (minimum of 1) in addition to the number rolled on the hit dice (if any). The creature also is cured of the poisoned, blinded, and deafened conditions if they are suffering from any of them.
Surgical Temperament. You can use your Channel Divinity to still yourself and enter a state of incredible precision on instinct. As an action, you can gain the following benefits for 1 minute:
-You gain advantage on Sleight of Hand and Medicine checks
-You gain a +2 bonus to attack rolls for weapons that deal either piercing or slashing damage
-Once while this Channel Divinity is active, you may choose to take an additional reaction even if yours has already been expended
Aura of Recovery
Beginning at 7th level, your presence alone speeds up the healing process of those around you. Whenever you or an ally within 10ft of you regains hit points from a spell, they regain additional hit points equal to your Proficiency Bonus.
At 18th level, the range of this aura extends to 30ft.
Hands of Health
After constant practice, studying, prayer, and growth, you have become a more accomplished and effective healer. Beginning at 15th level, your "Lay on Hands" feature restores 20 charges on a short rest. Additionally, any time you expend 5 or more charges at once, you gain temporary hit points equal to your Charisma modifier (minimum of 1).
Mantle of Caduceus
At 20th level, you can embody the hand of the god of medicine. As a bonus action, you can assume the Mantle of Caduceus for 1 minute. While in the mantle, you gain the following benefits:
-You sprout large angelic wings, and gain a flying speed of 60ft
-You shed bright light in a 30ft radius, and dim light 30ft beyond that
-Your "Lay on Hands" feature has its range extended. Rather than healing only 1 creature at a range of touch, each charge now benefits each creature of your choice within 15ft of you. When you heal a creature in this fashion, they gain a +1 bonus to saving throws and a +1 bonus to AC until the end of your transformation. This benefit can stack if these creatures are healed further with subsequent actions to a maximum of a +3 bonus.
Once you use this feature, you can't use it again until you finish a long rest.
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