Paladin
Base Class: Paladin

You view all life as precious no matter how small it may be. You believe it should be protected no matter what, even if it costs you your life. Though you may not view all life as worth saving, especially if they are willing to take the life of another, but you still go out of your way to save as many innocent lives as possible from humans, to animals, to even the smallest of plants. You serve you god as an example of what it means to be a protecter.

Channel Divinity

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

Protector. As an action, you can designate one creature to protect with your life. The designated creature gains bonus AC equal to half of your Dexterity (minimum of +1), any damage they would receive would be split between the creature and yourself, and if the designated creature is within your life of sight, no matter the distance, you can use a bonus action to instantly transport in front of them. At 15th level, you can designate 2 creatures to protect.

You are not allowed to use concentration spells while this divinity is active. You can end this effect on your turn as part of any other action. If you or the designated creature fall unconscious, this effect ends.

Steel Bonds. As an action, your determination to protect those closest to you gives you the strength you need to take even the most devastating of blows. You gain +1 to your AC per friendly creature within 10 ft. This effect lasts for a minute. At 18th level, the radius increases to 30 ft.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Aggravation

Starting at 7th level, if you attack an enemy, all enemy creatures within 10 feet of you must make a Wisdom saving throw. If they fail, they must only target you for attacks while you are conscious until the end of the round.

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

Thy Shield is Thy Sword

Beginning at 15th level, you gain the ability to change your stance if you are wielding a shield at the beginning of your turn. You can choose to wield your shield with one hand and make attacks with the shield as a bonus action dealing 1d4 + strength. You can also choose to wield your shield with both hands and make attacks to deal 1d10 + strength as a bonus action and become full cover for your allies when you stand in front of them, but you will not be able to cast spells while wielding your shield with both hands. You cannot change your stance until the beginning of your next turn. As an action, you can spend all of your movement to charge towards an enemy to shield bash them. The enemy must make a Dexterity saving throw, and if they fail they are knocked prone and are disarmed if they were wielding a weapon.

Guardian of Life

At 20th level, you swore an oath to protect life no matter the cost, a promise you will follow. As an action, you spread out pieces of holy energy to allies within 30 ft. of you, binding your soul to theirs. for 1 round, any damage they receive will be given to you instead. At the beginning of a new round, you and all allies within 30 ft. become immune to all damage types you have received until the end of the round.

You can only use this ability once per long rest.

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