Sacred Oath
At 3rd level, a paladin gains the Sacred Oath feature. The Oath of Healing is another option paladins can choose.
Oath of Healing
The Oath of Healing holds a paladin to a path of remedy and purity, sworn to rid the world of disease and other ills. In joining martial technique with medicine and remedy, these paladins are battlefield doctors and miracle workers alike. Whether called upon suddenly to quell an epidemic or in perpetual service in the endless war against disease, they are often as grim in manner as the inevitable death they choose to fight against. Called plague knights and hospitaliers, such paladins can be counted on to heal ailment and smite impurity, healing the world one patient - or disease - at a time.
Tenets of Healing
Often sworn as the paladin stands before a cleansing fire, it is traditional for one to write the tenets of the Oath of Healing upon parchment and then hold it out to burn in the flame.
Treat the Afflicted. Disease is no respector of persons, and in your role as healer, neither are you. Make your remedies and ministrations free to all who are in need.
Cleanse Impurity. You possess understanding of vectors and illness, so it is your charge to stop diseases at the source when you find it.
Mourn in Tragedy. When a patient's war on death is finally at an end, join in sorrow with the others that are left behind.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Healing Spells
Paladin Level | Spells |
---|---|
3rd | false life, sleep |
5th | lesser restoration, protection from poison |
9th | feign death, revivify |
13th | aura of life, fire shield |
17th | greater restoration, mass cure wounds |
Channel Divinity
When you choose this sacred oath at 3rd level, you gain the following two Channel Divinity options.
Panacea. Over the course of 10 minutes and using an herbalism kit, you can use your Channel Divinity to synthesize one bottle of a miraculous healing draught called a panacea. A creature that drinks the panacea as an action regains a number of hit points equal to your paladin level + your Charisma modifier, and it is healed of one effect of its choice causing it to be blinded, deafened, diseased, paralyzed, or poisoned. Any panacea you have created loses its potency when you make another one or when you finish a long rest.
Sterilize. As a reaction when a creature other than you that you can see within 60 feet of you is damaged, you can use your Channel Divinity to purify the wound with radiant fire. The damage is reduced by 1d10 + your Charisma modifier (minimum 1), and it has advantage on saving throws
Credits
Created by /u/BunnygeonMaster using GMBinder.
Thanks to members of the Discord of Many Things for design help, including but not limited to Caim, Izzy, Jay, Marceline, and Novronian.
Universal Solvent by Christopher Moeller (©Wizards of the Coast).
against disease and poison until the start of its next turn. Also, each hostile creature within 5 feet of it must make a Dexterity saving throw, taking radiant damage equal to the damage prevented, or half as much on a successful save.
Aura of Healing
By 7th level, you overflow with purifying energy. You and friendly creatures within 10 feet of you can't be poisoned or contract disease and gain resistance to poison damage while you are conscious.
At 18th level, the range of this ability increases to 30 feet.
A Pound of Cure
At 15th level, your treatments improve. When a creature regains hit points through a paladin spell you cast or one of your paladin class features, it also gains temporary hit points equal to the hit points regained, up to a maximum equal to your paladin level. These temporary hit points last until the start of your next turn.
Also, when you cast a spell that would restore a creature to life (but not undeath), you can use a material component valued at half the normal cost.
Miracle Worker
At 20th level, you can use an action to physically manifest your will for purity, transforming into a thing of searing radiance. All diseases and poisons within 30 feet of you are nullified, and you gain the following benefits for 1 minute:
- At the end of each of your turns, you and friendly creatures within 30 feet of you regain 10 hit points.
- You are immune to poison damage and have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Using your Sterilize feature doesn't expend a use of your Channel Divinity.
After taking this action, you must finish a long rest before you can do so again.