Base Class: Paladin
Where others seek glory for themselves, paladins who swear the Oath of Empowerment dedicate their strength to uplifting those around them. They believe that divinity is not a solitary flame, but a torch meant to be shared. Their power flows outward — turning allies into champions, restoring hope to the weary, and amplifying the will of all who stand beside them. To these paladins, true greatness lies not in domination, but in raising others to their highest potential.
Tenets of Empowerment
- Inspiration: Strength means nothing if it cannot inspire. Use your gifts to ignite the potential within those who fight beside you.
- Guidance: Lead not through command, but through trust and example. Help others find their own path to victory.
- Unity: No hero stands alone. The bonds between allies are the purest expression of divine power.
- Restoration: When others falter, lend them your light — not as savior, but as a reminder of the strength they already possess.
Level 3: Oath of Empowerment Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bless, Heroism |
| 5 | Aid, Enhance Ability |
| 9 | Beacon of Hope, Mass Healing Word |
| 13 | Freedom of Movement, Divination |
| 17 | Greater Restoration, Mass Cure Wounds |
Level 3: Radiant Insight
As a bonus action, you can expend one use of your Channel Divinity to channel divine understanding into another spellcaster. Choose one willing creature within 30 feet that has spell slots. They regain a number of expended spell slots whose combined level is equal to or less than your Charisma modifier (minimum of one slot). You cannot restore spell slots higher than 5th level. When used you and the chosen creature gain the following for 1 minute:
- A +1 bonus to all attack rolls and saving throws.
- Once per turn, when they hit with a weapon attack, they deal additional radiant damage equal to your Charisma modifier.
If you use this feature again while it is still active, the previous instance ends immediately and the new use begins, resetting the duration and applying the benefits to the new target.
Level 7: Aura of Empowerment
Your divine presence strengthens the resolve of all who stand beside you. You and friendly creatures within 10 feet of you gain the following benefits:
- You can’t have disadvantage imposed on attack rolls, saving throws, or ability checks by magical effects.
- When a creature starts its turn inside the aura, it regains hit points equal to your proficiency bonus.
At 18th level, the radius of this aura increases to 30 feet.
Level 15: Targeted Ascension
Your divine energy not only restores life — it awakens the strength within those you heal. The power you grant returns to them as radiant might. Whenever you use Lay on Hands or cast a spell that restores hit points to a creature other than yourself, that ally’s next weapon or spell attack before the end of their next turn becomes empowered with divine energy.
- The empowered attack deals additional radiant damage equal to half the amount of hit points restored (rounded down).
- If the empowered attack successfully deals damage, both you and the creature gain temporary hit points equal to the radiant damage dealt.
Level 20: Avatar of Empowerment
You become the living embodiment of divine potential, a radiant symbol of unity and shared power. As an action, you can assume this form for 1 minute. While transformed:
- You shed bright light in a 30-foot radius and dim light for another 30 feet.
- All allies within your light have advantage on all attack rolls and saving throws.
- Whenever an ally within your light rolls a natural 1, they can reroll it.
- Once per turn, when an ally within your light hits with a weapon or spell attack, they can choose for it to deal extra radiant damage equal to your Paladin level or Receive healing equal to half the damage they dealt.
- Whenever a creature regains hit points within your light, it regains additional hit points equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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