Base Class: Paladin
The Oath of Grace connects a paladin to the divine nature of their god or goddess. These paladins abide in their deity's divine power, and channel it to safeguard and heal their allies.
TENETS OF GRACE
A paladin who takes this oath has the tenets of grace recorded in their book of scripture.
Heal the Broken. You are a rest for the wounded and weary. Always take time to heal those who are hurt in body or spirit.
Light in the Darkness. You are a beacon of hope in dark times, and renew hope when all seems lost.
Protect the Peace. You safeguard those who seek peace with their enemies, instead of acts of violence.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Grace Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hand of Grace. You can use your Channel Divinity to release a creature from a debilitating effect. As an action, you touch a creature and end one of the following conditions affecting the target: blinded, charmed, deafened, or frightened. Alternatively, you can remove one level of exhaustion from the target.
Hand of Salvation. You can use your Channel Divinity to save a nearby creature from danger. When a friendly creature within 30 feet of you that you can see becomes the target of an attack, spell, or other effect, you can use your reaction to pull the creature to an unoccupied space within 5 feet of you. This movement causes any attack to miss, and can potentially move the creature outside of an area of effect making it an invalid target.
Aura of Grace
Starting at 7th level, whenever a spell of 1st level or higher is cast to restore hit points to a creature within 10 feet of you (including yourself), the creature regains additional hit points equal to half your Paladin level (rounded down).
At 18th level, the range of this aura increases to 30 feet.
Ardent Restoration
Beginning at 15th level, when you use your Hand of Grace Channel Divinity option to end a condition affecting the target, you can choose one of the following additional conditions: paralyzed, petrified, restrained, or stunned.
Sanctification
At 20th level, you gain the ability to wrap yourself in a cloak of divine power. As an action, you magically become an avatar of grace. Each creature of your choice within 30 feet of you (including yourself) gain the following benefits for 1 minute:
- They shed dim light in a 5-foot radius.
- They have advantage on all saving throws.
- They regain 5 hit points at the start of each of their turns.
- Attack rolls made against them have disadvantage.
Once you use this ability, you can't do so again until you complete a long rest.
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