# The Hippocratic Oath The Hippocratic Oath calls to paladins who seek not glory or combat, but to aid the hurt and diseased. Also known as doctors, paladins who dedicate themselves to this oath commit above all else to helping the hurt, whether that comes from healing magic when someone is hurt or stopping an enemy before they can do the damage. ## Tenants of the Hippocratic Oath Many versions of the Hippocratic Oath have been circulated throughout history. Medical ethics have changed over time, and combat medics in particular often eschew the versions that implore doctors to 'do no harm.' However, there are a few parts of the oath that are universal. **Solidarity.** What you know is only possible because of those who came before you. Respect the achievements and credibility of your predecessors, and seek to work together with your peers whenever possible to expedite progress. **Impartiality.** Medicine is not unique to the wealthy or the morally pure. Everyone deserves the same care and healing as the person before them, and it is your duty to welcome all patients. **Confidentiality.** No matter how a person comes to need aid or what they may be doing unrelated to their illness, all patients deserve absolute privacy, so long as they will bring no further harm to themselves or others. **Prevention.** The easiest way to heal is to ensure pain never happens in the first place. Seek to eliminate threats and disease as early as possible; prevention is preferable to a cure. ## Oath Spells You gain oath spells at the paladin levels listed. ##### Hippocratic Oath Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *healing word, sanctuary* | | 5th | *lesser restoration, calm emotions* | | 9th | *protection from energy, remove curse* | | 13th | *beacon of hope, death ward* | | 17th | *greater restoration, mass healing word* | ``` ``` ## Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Triage.** As a bonus action, you can bolster injured allies with your Channel Divinity. Each creature of your choice within 30 feet that can hear you regains hit points equal to 1d6 + your Charisma modifier if it has no more than half of its hit points. **Preventative Measures.** You can use your Channel Divinity to stop damage before it happens. When a creature within 30 feet of you makes an attack roll, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the attack automatically misses, and the attacker is frightened by the creature it was targeting. The frightened creature can repeat the Wisdom saving throw at the end of its turns, ending its frightened condition on a success. ## Enhanced Healing Starting at 7th level, when you or a friendly creature within 10 feet regains hit points, they gain a bonus to the healing equal to your Charisma modifier. At 18th level, this aura increases to 30 feet. ## Vaccinated Body At 15th level, you become immune to the *poisoned* condition and resistant to poison damage. ## Residency At 20th level, you can use your magic to externalize your natural healing prowess. As an action, you radiate a 30 foot aura of healing for one minute. Once you activate this aura, you must take a long rest before doing so again. The aura confers the following benefits on you and any allies within it: - You and your allies have advantage on Wisdom saving throws. - When you first activate the aura and at the start of each following turn, any number of creatures you choose within the aura regains 10 hit points. - When an ally within the aura is targeted by a spell that would normally roll one or more dice to restore hit points, the ally instead regains the highest number possible for each die.
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