Oath of Friendship

# Oath of Friendship (paladin subclass)

It is said that the bonds of friendship can never truly be broken. Paladins who swear an Oath of Friendship maintain this adage on a literal and often spiritual level. By taking a part in an Oath of Friendship, a noble knight becomes imbued with a mysterious yet divine power that allows them to protect their friends and slay those who threaten the safety of their companions until death, and sometimes beyond.

## Tenants of Friendship

**Honesty.** Be honest, and allow your word to reflect your heart.

**Loyalty.** Stay loyal and true to those you have sworn as your companions.

**Generosity.** Humble yourself before others, and share what you can.

**Kindness.** Be kind to all you call friends as they are an extension of yourself.

**Laughter.** Bring laughter wherever you go, and let your joyous nature breed love.

## Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:

#### Faithful Strike

As a bonus action, you let out a rousing declaration that strengthens the bonds you and your allies share. For the next minute, if you or an ally within 30 feet of you takes the help action on their turn, the creature being helped can add a d4 to the next attack roll they make. They may add a number of these d4s up to half your proficiency bonus (rounded down) in a single turn.

#### Turn the Unfriendly

As an action, you present your holy symbol and make a solemn declaration of friendship. All hostile creatures within 30 feet of you must make a Wisdom saving throw. If the creature fails, it has disadvantage on all attack rolls made within 60 feet of you for 1 minute.

## Oath Spells

You gain oath spells at the levels listed.

## Aura of Friendship

Starting at 7th level, friendly creatures within 10 feet of you can add half your Charisma modifier (rounded up) to an ability check or saving throw while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

## Purity of Heart

Beginning at 15th level, you can spend a spell slot as a bonus action to heal a number of creatures equal to your Charisma modifier within 30 feet of you. The creatures regain a number of hit points equal to 2d6 plus half your level in Paladin (rounded down).

Once you use this feature, you can't use it again until you finish a short or long rest.

## Holy Compassion

At 20th level, your overwhelming compassion for your friends allows you to use your divine magic to interact with the flow of possibility and bend reality around you. As a bonus action, you can create a burst of rainbow-colored light that encompasses you, creating bright light in a 15-foot radius centered on you and dim light for an additional 15 feet.

Any friendly creature, including you, that starts its turn in the area of bright light gains the following benefits:

* They gain 10 temporary hit points
* They gain a bonus to death saving throw equal to your Charisma modifier.
* Healing spells cast upon a creature in this area add an extra 10 points to the amount gained from the spell.
* They have advantage on saving throws against spells and magical effects.

Hostile creatures that start their turn in the bright light created by this effect gain the following deficits:

* The creature takes radiant damage equal to twice the number of friendly creatures in the area of bright light (minimum of 2).
* The creature's movement speed is halved until they leave the bright light.
* The creature provokes opportunity attacks if it misses an attack against a friendly creature in the area of bright light. The creature has resistance to damage dealt in this way.

These effects last for 1 minute but ends early if you are knocked unconscious. Once you use this ability, you must finish a long rest before you can use it again.