Base Class: Paladin
The Oath of Restoration focuses on devoting your abilities of restorative and divine health unto others. Tending and protecting the wounded, cleansing curses and debilitating effects, and healing the most deadly and grievous of injuries. Taking the Oath is a testament to prosperity and immunity to corruption and disease.
Tenants of the Healer
Though still trained in the martial arts and powerful damaging spells as any other paladin, a healer's primary oaths are dedicated to the safety and health of those under their charge.
Heal the Sick and Injured. If a civilian or allied warrior comes to you with an ailment that's in your power to cure, you must do everything in your power to aid them.
Life Over Death. If given a choice between saving a life or taking a life for the greater good, lean towards salvation. Some lives must be taken to prevent further widespread death, but weigh your decisions carefully. You will not be chastised so long as you follow your heart, and not give into fear, temptation, or revenge.
Stop the Spread of Disease and Conflict. Plagues can ravage entire kingdoms, and senseless war can lead to the deaths of undeserving innocents. You must do everything in your power - be it through your strength of arms or the compassion within your heart - to preserve the spark of life.
Level 3: Oath of Restoration Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Restoration Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | healing word, sanctuary |
| 5 | prayer of healing, warding bond |
| 9 | Beacon of Hope, mass healing word |
| 13 | guardian of faith, private sanctum |
| 17 | greater restoration, mass cure wounds |
Level 3: Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Purge Impurities. As an action, you present your holy symbol, a creature you can see within 30ft is cured of any diseases, loses one level of exhaustion, and removes one debilitating condition of poisoned, petrified, paralyzed, blinded, or deafened.
Shield the Suffering. As a reaction, whenever you or a creature you can see within 30ft were to take damage, you may grant temporary hit points equal to 2d10 plus your paladin level. These temporary hit points persist for 1 minute or until depleted and while the creature has these temporary hit points, they are resistant to all damage except psychic and force.
Level 7: Aura of Preservation
You and your allies within your Aura cannot have their maximum hit points reduced and cannot have any healing prevented. Additionally, whenever a 1 or 2 is rolled on dice to restore hit points (including temporary) within your Aura, it is re-rolled.
At 18th level, the range of the Aura is increased to 30 feet.
Level 15: Smite of Preservation
Starting at 15th level, whenever you cast a Smite spell, you and your allies within your Aura of Preservation can expend a hit die, and gain the number of hit points rolled plus your charisma modifier.
Level 20: Vessel of Vitality
As a Bonus Action, you can imbue your Aura of Preservation with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Death Ward. Creatures within the Aura have advantage on death saving throws.
Curse Breaker. Creatures within the Aura are immune to curse effects, and breaks any attunement to any cursed item.
Rejuvenation. Any time dice is rolled within the Aura to restore or add hit points, instead use the maximum amount possible.
Previous Versions
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