Paladin
Base Class: Paladin

Paladins who swear themselves to the Oath of the Hearth commit themselves to defending the peace and comfort of the innocent. They are stalwart defenders of the gentle warmth of the fires of home. Their presence brings mercy and light to the lives of others. They exist as a protective, defensive force, defending those who cannot defend themselves with their might and reassuring personality.

Paladins who take the Oath of the Hearth swear themselves to the following tenets:

  • Bring Comfort and Peace to All in Your Path
  • Defend the Innocent through Strength and Mercy
  • Remain Stalwart in the face of Wickedness and Villainy

Level 3: Oath of the Hearth Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Hearth Spells table, you thereafter always have the listed spells prepared.

Oath of the Hearth Spells
Paladin Level Spells
3 Healing Word, Sanctuary
5 Aid, Warding Bond
9 Beacon of Hope, Create Food and Water
13 Aura of Life, Guardian of Faith
17 Hallow, Wall of Force

Additional Fighting Styles

Starting at 3rd Level you gain the ability to use both the Protection and Interception Fighting Styles.

Comforting Presence

Starting at 3rd Level, you can imbue an allied creature with the comfort of a warm fire and the resolve to defend their homes. As a bonus action, you can expend one use of your Channel Divinity to target one creature you can see within 5 feet of you. That creature gains temporary hit points equal to your Paladin level for one minute.

Helpful Advice

Starting at 3rd level, Guidance is always prepared for you and you can cast it at a range of up to 30 feet.

Aura of Warmth

Starting at 7th level, you exude warmth and comfort so profoundly that you actually warm the air around you. You and your allies have resistance to cold damage and are immune to the Frightened condition while within your Aura of Protection.

Blazing Resolve

Starting at 7th level, if you have one or more allies within range of your Aura of Protection, then your weapon attacks deal an additional 1d6 Fire or Radiant Damage (your choice) on a hit.

Rush to Aid

Starting at 15th Level your skill at defending the weak has grown to such an extent that your body acts before your mind even registers what's happening. When an allied creature you can see falls to 0 hit points you can, as a reaction, move up to half of your movement speed towards them. If you get within 5 feet of them, you can use your Lay on Hands feature on that target as part of the same reaction. 

Additionally, if you drop to 0 hit points, you can, as a reaction, expend any number of points from your Lay on Hands pool to heal yourself equal to the number of points expended. After you use this feature on yourself you cannot use it on yourself again until you complete a long rest.

Resolute Protector

As a Bonus Action, you can imbue your Aura of Protection with your blazing desire to defend the innocent, granting it the following benefits for 1 minute 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).

Radiant Bulwark. Allies within your Aura (including yourself) get +2 to their AC

Weaponized Resolve. Weapon attacks made by you or your allies within your Aura deal an additional 1d6 Radiant or Fire Damage (your choice).

Peace of Mind. All allies within your Aura (including yourself) have advantage on Wisdom Saving Throws while within your Aura.

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