Oath of Restoration

The Oath of Restoration dedicates a paladin to the pursuit of undoing the wrong in their world. Sometimes refered to as hospitalers, guardians, and white knights. These paladins are the answer to the evil already done in the world, and the embodiment of hope for those that are already ravaged by it. They often wear a symbol of their oaths to rebuild and restore. This is done with relevent imagery, such as hammers and roses. Some even go as far to carry them on their person at all times. Most who swear this oath are devoted to gods of good.

Tenets of Restoration

The tenets of the Oath of Restoration vary slightly by what caused the paladin to first swear them. They generally value good above all else. The following tenets are present in almost all oaths.

Reclamation. Anyone can destory and ruin. Restoring something to its former glory takes strength and devotion. I am a force of the latter.

Shelter the Good. Where I find good, I will do all that I can to preserve it.

Stand Against the Wicked. Evil would wreak ruin on this world, I swear to oppose them where ever they wish to do harm.

Hope. I am the light at the end of the tunnel. I guide the weak out of despair.

Oath Spells

You gain oath spells at the paladin levels listed

Oath of Restoration Spells

Paladin Level Spells 3rd Cure Wounds, Healing Word 5th Lesser Restoration, Prayer of Healing 9th Beacon of Hope, Remove Curse 13th Aura of Life, Freedom of Movement 17th Greater Restoration, Mass Cure Wounds

Channel Divinity

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

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.



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