Paladin Subclass: Oath of Restoration

by CurlyFries

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Paladin Sacred Oath: Oath of Restoration

War leaves behind shattered cities and broken villages, adventuring parties often cause as much harm as they prevent, and brigands sack settlements for plunder and wanton destruction. It is for these trying times that paladins swear oaths of restoration, taking a divine commitment to providing aid and healing to the innocent bystanders of conflict.

These orders are looked on by other paladins with derision; why alleviate the symptoms when you can strike at the heart of the problem? But to the commonfolk, paladins of restoration are heroes willing to offer help to those who are all but forgotten. Such orders incorporate symbols of mercy into their heraldry, such as angelic wings or depictions of healing herbs.

Tenets of Restoration

  • Aid the Ailing: Your first duty is to those in need of assistance; do not go charging off after a rampaging dragon if there are still burn victims lying in the dirt.
  • Walk the Middle Path: Dedicate yourself to preserving life, and always seek alternatives to bloodshed. If no alternatives can be found however, you must strike out of mercy for the many who may yet be saved by the death of the one.
  • Restore the Lost: When the battle is won, return to those who have suffered, and do all you can to return them to their way of life.

Oath Spells

Paladin Level Spells
3rd Cure Wounds, Healing Word
5th Lesser Restoration, Prayer of Healing
9th Create Food and Water, Mass Healing Word
13th Aura of Life, Fabricate
17th Greater Restoration, Mass Cure Wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following 2 channel divinity options.

  • Consecration: As an action, you present your holy symbol and channel healing energy into the ground around you in a 10ft radius. For the next minute, any friendly creature in that area that regains hit points through rolling dice may treat those dice as having rolled their maximum value. For instance, a creature outside the area would regain 2d4+2 hit points from drinking a Potion of Healing; inside the area, they simply regain the maximum of 10. The area remains in place even if you then choose to leave it.
  • Armistice: As an action, you invoke peaceful energy and release it in a wave around you. All creatures within 60ft of you must succeed on a Strength saving throw or be disarmed of hostile items; this includes weapons and spellcasting foci, but not shields (unless they’re spikey) or other purely defensive items.

Aura of Restitution

Starting at 7th level, you learn to draw restorative energies from the air and prolong their usefulness. Whenever a creature within 10ft of you regains hit points magically, you may choose one other creature within the same radius, causing them to regain hit points equal to your Charisma modifier. This area increases to 30ft at 18th level.

Hope Undying

Beginning at 15th level, your body is so suffused with life-giving magic that you become inured to death. Once per long rest, when you are reduced to 0 hit points, you return to consciousness at the start of your next turn with a number of hit points equal to your paladin level + your Charisma modifier. When you do so, hostile creatures within a 10ft radius of you are pushed to the edge of that radius.

Angel of Peace

Starting at 20th level, you may use your action to transform into the avatar of mercy itself; you might sprout angelic wings, become shrouded in a corona of holy energy, or undergo some other cosmetic alteration.

You gain a flying speed of 40ft, and at the start of each of your turns you may choose a number of creatures you can see (equal to your Charisma modifier) to regain hit points equal to 1d8 + your Charisma modifier. This transformation lasts for 1 minute, and you must finish a long rest before regaining the use of this feature.

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