Base Class: Paladin
The Oath of Self-Care calls to Paladins who help others by taking care of themselves. Paladins of Self-Care are usually called on by good deities of health to help and heal others by caring for themselves and keeping healthy.
Oath Spells
You gain oath spells at the paladin levels listed
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Helping Hand You can use your Chanel Divinity as an action to speak words of wholesome advice to up to 5 allies that can hear you, granting temporary hit points equal to your level + your proficiency bonus to them and yourself.
Gentle Rally You can use your Chanel Divinity as an action to speak wholesome advice to up to 5 allies that can hear you granting a +3 boost to an ability modifier of your choice for you and your allies for the next minute.
Aura of Wholesome thoughts
Starting at 7th level, you constantly emanate a wholesome aura to those around you while not incapacitated, destroying most negative thoughts.
The aura extends 10 feet around you in every direction but not through total cover. Those within your aura are immune to being charmed and those who enter your aura and end their turn within it end the charmed effect on themselves.
At 18th level, the range of this aura increases to 30 feet.
Enhanced Rest
Starting at 15th level, resting becomes more effective for those around you.
When you and your allies take a long rest, you regain all expended hit dice. When you and your allies take a Short rest you have advantage on normal hit die rolls to regain hit points and you can choose to expend and roll a hit die to regain spell slots. When rolling to regain spell slots, a creature can regain a spell slot of half the level of the number rolled. If a creature rolls a 4 they can regain 1 2nd level spell slot or 2 1st level spell slots.
Embodiment of Health
At 20th level you become the ultimate embodiment of caring for ones self. If you've properly taken care of yourself, having 0 levels of exhaustion you gain the following benefits
- You regain 5 hit points at the start of your turn every round if you have at least 1 hit point and as a bonus action, you can expend hit dice during combat.
- You are Immune to poisons and poison damage.
- You are immune to psychic damage.
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