Paladin
Base Class: Paladin

Oath of Mending

The Oath of Mending is taken mainly by paladins who swore to restore something that was destroyed More than fixing broken objects, those who swear this oath vow to take back a homeland, bring former kingdoms back to glory, or even restoring a bond long broken.

These paladins often wear golden armor, not to ostentate their riches, but to identify them on the battlefield and to symbolize the Light they wield They are known for their superior healing capabilities. turning the energy from their strikes into mending power for their allies. Often known as Holy Paladins, or Restoration Paladins, one could be a welcome sight for its allies, or a frightening presence for its enemies.

Tenets of Mending

A paladin who takes this oath do so because they want to make the world a better place. By restoring something truly important that was lost, they tilt the balance in favor of Good.

Mend. Be it bonds, shelter or bone. Vow to restore that which has been broken.

Forgive. Learn to forgive those who are capable of change.

Inspire. Inspire those around you to be better, and the world will become a better place.

Promise. Promises are sacred. Never break one.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Light of Mending. As a bonus action, you can touch your holy symbol and imbue it with holy. mending energy. For 1 minute, by using your bonus action, including the one you used for this feature, you can draw energy from the pool of healing power provided by your Lay on Hands feature to heal creatures up to 30 feet away. You can expend any number of hit points from your pool to heal an amount of hit points equal to the amount spent + your Charisma modifier from any willing creature within range. Additionaly, for the duration, you may cast the mending cantrip as a bonus action.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Mending Spells

Aura of Mending

Starting at 7th level, you constantly emanate a comforting aura while you're not incapacitated, The aura extends 10 feet from you in every direction, but not through total cover.

Friendly creatures inside the aura cannot be poisoned. In addition, whenever you consume one of your Spell Slots to use your Divine Smite feature or to cast a Paladin spell, any number of creatures you choose that are within the limits of the aura regain hit points equal to that Spell Slot's level + your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Infusion of Light

Starting at 15th level you gain one additional use of your Channel Divinity feature.

In addition, when you finish a short rest, you can call upon a holy source of power to make the healing pool provided by your Lay on Hands feature regain a number of hit points equal to 5 x your Charisma modifier (a minimum of 5)

Lightbringer

At 20th level, as an action, you can make the holy light within you burst out. You gain a mighty appearance that radiates light and energy. For 1 minute, you gain the following benefits:

  • You emit bright light in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an ally starts its turn in the bright light, that ally gains 10 temporary hit points.
  • Golden, spectral wings burst from your back. You have a flying speed of 60 feet.
  • You may consume healing power provided by your Lay on Hands feature to cast Paladin Spells and to fuel your Divine Smites. When you do so, you spend points from your healing pool in multiples of 5 (up to 25) to create a temporary Spell Slot of 1st to 5th level (determined by the number of points spent). The Spell Slot vanishes at the beginning of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath Of Mending Image

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