Base Class: Paladin
Clad in armor adorned with symbols of unity and hues of healing, Paladins who swear the Oath of Compassion venture forth as paragons of empathy. Their serene aura quells aggression, their skills pacify conflicts, and their strikes incapacitate foes without drawing blood. Through unwavering bonds of understanding, they mend divisions between friends and foes alike. These paladins, beacon of mercy, forge connections that mend wounds and guide the world towards harmony.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | sanctuary, cure wounds |
| 5th | calm emotions, zone of truth |
| 9th | beacon of hope, sending |
| 13th | freedom of movement, death ward |
| 17th | greater restoration, mass cure wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Call to Peace: Through a heartfelt plea and the power of your unwavering compassion, you can expend your Channel Divinity to attempt to sway the alignment of a hostile creature’s intentions. As an action, make a Charisma check contested by the target’s Wisdom saving throw. If the target fails, the target’s attitude shifts from hostile to neutral, and they become charmed by you for 1 minute. This charm fosters an atmosphere of openness and willingness to consider alternative perspectives, enabling the possibility of dialogue and understanding. The effect lasts for 1 minute, during which the target may act in accordance with their newfound perspective. Once a creature is affected by this, they become immune to it for 24 hours.
Bound Hearts: Starting at 3rd level, you can use your Channel Divinity to invoke the profound bond between you and a chosen ally, weaving your life forces together. As an action, you establish a healing connection with one chosen ally within 30 feet. For the next minute, whenever you regain hit points from a spell, ability, or effect, the chosen ally regains hit points equal to half the amount you regain, rounded up. Similarly, if the chosen ally regains hit points, you also regain hit points equal to half the amount they regain, rounded up.
At 15th level, you become better attuned to your allies' hearts and are capable of linking onto two.
Aura of Sacrifice
At 7th level, your devotion to your allies manifests itself into the potent Aura of Sacrifice—an embodiment of your willingness to bear the burdens of others. While your allies are within 10 feet of you, you can use your reaction to invoke your Aura of Sacrifice when an ally within the aura takes damage. In an act of selflessness, you can choose to take half of the damage that your ally would have suffered instead.
At 18th level the range of this aura increases to 30 ft.
Unyielding Retribution
At 15th level, your oath’s embodiment takes on a resolute form as the Unyielding Retribution feature. When facing adversaries whose actions and intentions are irredeemably malevolent, your compassion transforms into a force of unyielding retribution. Once per turn, when you successfully hit an enemy with a weapon attack, you can channel your unwavering conviction into your strike. The target of your attack takes extra psychic damage equal to your Charisma modifier.
Boundless Love
At 20th level, your unwavering commitment to compassion reaches its zenith, allowing you to grasp its very essence. As an action, you can activate your Boundless Love, causing an aura of radiant energy to emanate from you in a 60-foot radius. This aura transcends barriers, filling the hearts of all creatures within its reach and can’t be used again until you finish a long rest.
While this aura is active, you gain 100 temporary hit points, as your strong heart blossoms to welcome all the hopes, dreams and fears of those you love. Also, those within the radius gain these benefits:
- Gain temporary hit points equal to 5 times your CHA modifier at the start of their turn;
- Gain advantage for a skill check, saving throw or attack roll of their choice at the start of their turn;
- If an ally falls unconscious within the confines of the aura, they are immediately stabilized instead of rolling Death Saving throws.
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