**Fearless Rescue.** You can use your Channel Divinity to save those on the brink of death. As a reaction, when a friendly creature you can see is reduced to 0 hit points and is not killed outright, you can choose to use your full movement to move adjacent to them, and heal them for 1d8 + your Charisma modifer. Any opportunity attacks you provoke, increase the healing by 1d8. Your movement cannot be reduced by hindering terrain or hostile creatures, however, you may not transverse through impassible terrain or hostile creatures. **Ward Off Death** You can use your Channel Divinity to protect from forces that would do harm. As an action, you can give yourself or another creature protection from necromancy and poison. A creature you touch, is granted resistance to necrotic and poison damage, and advantage on saving throws against poison and the school of necromancy for the next 10 minutes. #### Aura of Rejuvenation Starting at 7th level, your will to mend heals nearby allies more quickly. When you and any friendly creatures within 10 feet of you regain health from a spell, they regain additional hit points equal to your Charisma modifier. Additionally, any overhealing done can be gained as temporary hit points. These hit points are capped at your paladin level.
At 18th level, the range of this aura increases to 30 feet. #### Rebuke the Agressor Beginning at 15th level, your ability with Lay on Hands grows such that you may reprimand those that would do harm. When you use your action on the Lay on Hands feature, you can make one melee weapon attack as a bonus action. #### Avatar of Restoration At 20th level, as an action you can assume the form of an avatar of restoration. You may dictate the form you take. Flightless wings, halo, etc. For the next minute, you gain the following benefits: - Any creature, other than fiends and undead has disadvantage on attack rolls made against you. Fiends and the undead are instead immediately rebuked for 10 radiant damage. - All other friendly creatures in 30 feet of you gain 10 temporary hit points on each of your turns. - Your healing spells are treated as if they are casted at one spell slot higher.
Once you use this feature, you can't use it again until you finish a long rest. Design: u/SitkaPad Art: Dan Dos Santos