Paladin
Base Class: Paladin

Paladins who chose this subclass uses their desire to defend there homeland to deal fire damage to their enemies.

Channel Divinity

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

  • Channel Divinity: Wrath: Channel Divinity to target one creature within 60ft, dealing (2d6 + Paladin level) fire damage and setting the target on fire. It can make a DC 10 Dexterity check to put out the fire, or sustain 1d6 more fire damage per turn for one minute.
  • Channel Divinity: Fiery Presence Channel Divinity to blind opponents within 60ft who fail a Dexterity save. Creatures with Darkvision or better sight in darkness have disadvantage. Blindness lasts 1d4 turns.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

burning hands, bane

5th

scorching ray, branding smite

9th

fireball, dispel magic

13th

banishment, wall of fire

17th

hold monster, flame strike

Volcanic Aura

Friendly creatures in the 10ft aura gain fire resistance and +1 to AC.
When you reach 18th level in this class, the range of the aura increases to 20 feet.

Defender of the Motherland

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

 

Stalwart Defender

At 20th level, you become a Stalwart Defender. 

Using your action, you become a Stalwart Defender. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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