Oath of Hospitality (5e Subclass)

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Oath of Hospitality[edit]

Paladin Subclass


Paladins who have sworn an Oath of Hospitality are often found in the midst of the worst conditions known to man. Though their journeys frequently begin and end at such places as inns, taverns, and monasteries, their travels will invariably lead them to where help is most needed.


Shelter is their dogma and compassion is their creed. All who seek aid will find it in the outstretched hand of a Hospitable Paladin. To these stalwart defenders of the weak, there is nothing worth more in this world than a single kind word.


Tenets of Hospitality


A Paladin who swears the Oath of Hospitality dedicates themselves to meeting the needs of others, no matter their walk of life.


Shelter. Warmth for those who are cold, and safety for those who are in danger. Be the hearth some have never known.


Sustenance. None may live by bread alone. But it is a start. Be the feast to the starving, and a well to the dry.


Compassion. You do not know what someone else's story may be. Give them a chance to tell it. Be the listening ear, and the encouraging word.


Grace. It is one thing to be merciful. It is quite another to be gracious. Be an open hand to all, whatever their deeds may have been.


Oath Spells


You gain Oath Spells at the paladin levels listed.


Oath Spells
Paladin Level Spell Name
3rd Goodberry, Healing Word
5th Rope Trick, Locate Animals or Plants
9th Mass Healing Word, Galder's Tower
13th Mordenkainen's Private Sanctum, Wall of Fire
17th Mass Cure Wounds, Greater Restoration



Blessing of the Hearth


When you take this oath at 3rd level, you learn the Create Bonfire cantrip. Also, when you choose to use your Divine Sense, you also learn the location of all creatures within 60 feet of you who are both not behind total cover and who are frightened, paralyzed, poisoned, exhausted, or not at their maximum hit points.



Channel Divinity


When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.


  • Bolster Resolve. You can use your Channel Divinity to ensure your compatriots are hale and hearty. As an action, you may present your holy symbol and choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of 1). You may choose yourself. These creatures each gain the following benefits for one minute:


    • They radiate dim light in a range of ten feet and gain a bonus to their Constitution saving throws equal to your proficiency bonus. They are also treated as if they are behind half cover, and each time they receive damage from an enemy, you recover a number of hit points in your Lay on Hands pool equal to your Constitution modifier. If your Lay on Hands pool is filled, the creature that took the damage receives the remainder of the recovered points as temporary hit points. These benefits end early if you are knocked unconscious.


  • Stoke the Flame. You can use your Channel Divinity to gain the undivided attention of those who seek to cause harm. As an action, present your holy symbol. You gain the following benefits for one minute:


    • You radiate dim light in a radius of thirty feet and gain advantage on all Charisma, Perception (Wisdom), and Insight (Wisdom) ability checks. Whenever an enemy creature enters this area or starts its turn inside it, it must make a Wisdom saving throw or else be charmed by you for the duration of that turn. Creatures of the same racial type as yourself have disadvantage on this saving throw. Each time you charm a creature in this way, you recover a number of hit points in your Lay on Hands pool equal to your Charisma modifier. If your Lay on Hands pool is filled, you may choose one creature within 30 feet of you to receive the remainder of the recovered points as temporary hit points (you may choose yourself). These benefits end early if you are knocked unconscious.


Aura of Comfort


At 7th level, you radiate an aura of warmth and well-being while you aren't unconscious or petrified. All creatures of your choice within 10 feet of you become resistant to poison, cold, acid, and psychic damage. They also become immune to disease, and gain a bonus to their Constitution saving throws equal to your Charisma modifier. At 18th level, the range of your aura increases to 30 feet.


Take Heart


At 15th level, you have learned how to bend even violence itself to your will. Whenever you damage an enemy creature, you may choose one creature within 30 feet of you. You may then immediately expend a number of hit points from your Lay on Hands pool on that creature without moving to them. This number may be no greater than your damage roll.


First Among Equals


At 20th level, you can embody the pinnacle of shelter you aspire to be. As a bonus action, you gain the following benefits for one minute:


  • You radiate bright light in a range of 60 feet, and dim light for an additional 10 feet.


  • All healing you bestow from a spell is treated as if the maximum dice roll was made to bestow it.


  • All creatures of your choice within 60 feet of you gain advantage on Intelligence, Wisdom, and Constitution saving throws.


  • All creatures of your choice within 60 feet of you may ignore the paralyzed, poisoned, exhausted, and petrified conditions.


  • Whenever you use your Divine Smite, one creature of your choice within 60 feet of you receives temporary hit points equal to half of your damage roll.


Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


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