Base Class: Paladin
The Oath of the Nightingale is undertaken by those who take an oath with the divine nature of healing, purity, and a standard care of welfare for all. The paladins of the Nightingale are marked by the symbol of "The Nightingale Rose" - a delicate red cross, centered inside the petals of a red rose. They are good-aligned and have vowed to abstain from whatever is deleterious and mischievous or risk becoming an oath breaker. Some say that upon their death, the paladins of the Oath of the Nightingale become guardians for those who die on the field of battle, lighting the way to whichever heaven the dead walk to.
Tenets of the Nightingale
The tenets of the Oath of the Nightingale lead a paladin down a path of service through healing and nursing - not in an attempt at legend and glory but for the betterment and persistence of life.
Courage. You must place yourself in danger, forgoing the chance to wield a weapon, in order to heal when the world might need it most.
Wisdom. You have chosen an oath requiring interdisciplinary concentration. The science of healing will change with the tools of progress and you must have the wherewithal to keep up.
Humility. You have chosen a path of sacrifice. Take no glory or vanity in your work, yours are but the hands of healing but science and the blessings of gods do the rest.
Oath Spells
3rd-level Oath of the Nightingale Feature
You gain oath spells at the paladin levels listed in the Oath of the Nightingale spells table. See the Sacred Oath class feature for how oath spells work.
|
Paladin Level |
Spells |
|
3rd |
Purify Food and Drink, Sanctuary |
|
5th |
Mass Healing Word, Spiritual Weapon |
|
9th |
Counterspell, Beacon of Hope |
|
13th |
Banishment, Revivify |
|
17th |
Commune, Raise Dead |
Channel Divinity
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Balm of Peace. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Bearer of the Lamp. As an action, a sphere of lamplight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
Aura of Healing
You emanate an aura of Life. Preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Angel of Mercy
Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
Nightingale Pledge
You have studied the most you can about divine magic, healing, and science. This bulwark of knowledge propels you forward into the field of battle and grants you the following bonus effects for 1 minute when cast as a bonus action.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- You are blessed with an otherworldly presence, gaining advantage on all Wisdom checks.
- Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
Once you use this bonus action, 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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