Base Class: Paladin
Founded to take care of the wounded and ill, the Hospitallers specialize in healing and righteous defense of the weak against predations of the undead and fiends. Interestingly enough, although founded long ago by the Reknarites, the order has become ecumenical, and now sports Spirian, Lightbringer, and other chapters.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Healing Blade: As an action, you can imbue one weapon that you are holding with healing energy using your channel divinity. For one minute, you heal your paladin level + your Charisma modifier the first time you successful hit with your weapon each round. The weapon also emits blue light in a 20-ft. radius and dim light 20 ft. beyond that. If the weapon is not already magical, it becomes magical for the duration.
Take the Hit: As an action, you can imbue your armor that you are wearing with shielding energy using your channel divinity. For one minute, every time an ally you designate within 10-ft. loses any hit points, you take your paladin level + your Charisma modifier in damage and your ally takes that much less, up to a maximum of the damage dealt. You never transfer more damage than was dealt by the attack. The armor also emits a ruddy glow in a 5-ft. radius and dim light 5 ft. beyond that.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Hospitaller Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Aura of Restoration
Starting at 7th level, you and friendly creatures within 10 ft. regain additional hit points equal to your Charisma modifier from any magical healing.
At 18th level, the range of this aura increases to 30 feet.
Aura of Life
Beginning at 15th level, you are always under the effects of the Aura of Life spell with a radius of 10 feet.
At 18th level the range increases to 30 feet.
Grand Hospitaler
At 20th level, you can emanate an aura of healing energy. For one minute, blue light shines from you in a 30 foot radius, and dim light shines 30 feet beyond that.
Whenever an allied creature starts their turn in the bright light, they regain 5 + your Charisma modifier to their hit points. In addition, you and all allies in the light have advantage on death saving throws. Once you use this feature, you can’t use it again until you finish a long rest.
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