Base Class: Paladin
The Oath of Life calls to paladins who seek a cure for all ailments. As a master of life,you not only can extend a creature's life, you can choose to end it.
Tenets of Life
The tenets of the Oath of Life are often set by a church elder or famed healer.
Generosity. Heal and care for the sick. Share your wealth, time, and energy with friends and those in need.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Preserve Life. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Take the Hit: As an action, you can imbue your armor that you are wearing with shielding energy using your channel divinity. For one minute, every time an ally you designate within 10-ft. loses any hit points, you take your level + your Charisma modifier in damage and your ally takes that much less, up to a maximum of the damage dealt. You never transfer more damage than was dealt by the attack. The armor also emits a ruddy glow in a 5-ft. radius and dim light 5 ft. beyond that.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Life Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Ranged Divine Smite
Starting at 3rd Level, when you hit a creature with a ranged weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Undead or a fiend.
Font of Life
Starting at 7th level, You can heal any ally with Lay on Hands within 30 feet instead of an ally within 5 feet.
You and friendly creatures within 30 feet of you gain advantage on death saving throws and regain the maximum number of hit points possible from any healing.
At 18th level, the range of both abilities increase to 60 feet.
Champion of Life
Beginning at 15th level, you begin combat with a number of temporary hit points equal to your Paladin level.
Life Everlasting
At 20th level, you can emanate an aura of healing energy. For one minute, blue light shines from you in a 30-ft. radius, and dim light shines 30 ft. beyond that.
Whenever an allied creature starts their turn in the bright light, they regain 5 + your Charisma modifier to their hit points. In addition, you and all allies in the bright light have advantage on death saving throws. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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3/18/2020 7:16:09 PM
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