Founded to take care of the wounded and ill, the Hospitallers specialize in healing and righteous defense of the weak against predations of the undead and fiends. Interestingly enough, although founded long ago by the Reknarites, the order has become ecumenical, and now sports Spirian, Lightbringer, and other chapters.
Tenets of the Hospitallers
Healing and teaching are the hallmarks of the Hospitallers. These paladins of all faiths share these tenets.
- Duty: Protect those in your care and obey those who have just authority over you.
- Healing: Heal the sick and injured, regardless of their station in life.
- Protection: Protect the helpless, the poor, and the refugee.
- Teaching: Teach your secrets of healing and protection so others can heal and protect when you are gone.
You gain the oath spells at the paladin levels listed.
|Paladin Level||Oath Spells|
|3rd||cure wounds, identify|
|5th||augury, lesser restoration|
|9th||beacon of hope, revivify|
|13th||arcane eye, death ward|
|17th||legend lore, mass cure wounds|
Once you gain access to an oath spell, you always have it prepared. Oath spells do not count against the number of spells you can prepare each day.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Healing Blade: As an action, you can imbue one weapon that you are holding with healing energy using your channel divinity. For one minute, you heal your level + your Charisma modifier the first time you successful hit with your weapon each round. The weapon also emits blue light in a 20-ft. radius and dim light 20 ft. beyond that. If the weapon is not already magical, it becomes magical for the duration.
Take the Hit: As an action, you can imbue your armor that you are wearing with shielding energy using your channel divinity. For one minute, every time an ally you designate within 10-ft. loses any hit points, you take your level + your Charisma modifier in damage and your ally takes that much less, up to a maximum of the damage dealt. You never transfer more damage than was dealt by the attack. The armor also emits a ruddy glow in a 5-ft. radius and dim light 5 ft. beyond that.
Aura of Protection
Starting at 7th level, you and friendly creatures within 10 ft. gain a bonus of + your Charisma modifier on all saving throws, including death saves.
At 18th level, the range of this aura increases to 30 ft.
Aura of Life
Beginning at the 15th level, you are always under the effects of an aura of life spell.
At 20th level, you can emanate an aura of healing energy. For one minute, blue light shines from you in a 30-ft. radius, and dim light shines 30 ft. beyond that.
Whenever an allied creature starts their turn in the bright light, they regain 5 + your Charisma modifier to their hit points. In addition, you and all allies in the bright light have advantage on death saving throws. Once you use this feature, you can’t use it again until you finish a long rest.
Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.