Base Class: Paladin
You are someone who is devoted to protect either someone or people dear to you or those who are in need of protection. A paladin of protection will do all they can to protect those in their care, this however can lead to some paladins of protection into darkness. One who is on this path should try their best to be merciful, but not let that stand in the way of slaying evil.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Protectors Grace. As an action, you can guard an ally with your spirit. Choose one creature in 10ft of you other than yourself. For 1 minute all attacks made against them strike you instead (using your ac). This effect ends early if you are more than 10ft apart at the end of any of your turns, hit 0 hp, fall unconscious, or become incapacitated.
Warding Shield. You are someone who has been trained to protect those who need it and your comrades. When someone or something is attacked you can use a reaction to protect it from all damage till the beginning of your next turn. Alternatively you can use a bonus action to retroactively do so.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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13th |
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17th |
Aura of the Guardian
Starting at 7th level, you emanate an aura that fills you and your companions with supernatural Speed and Strength, allowing you to empower your allies to block and dodge damage in the mists of battle. When a creature tries to hit an ally within 5ft of you the creature has disadvantage to hit them.
At 18th level, the range of this aura increases to 10 feet.
Protective Spirit
Protective Spirit. Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Till The last Breath
Starting at 20th level as an action, you can emanate an aura of pure determination. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
- Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
- You and your allies within 30ft of you gain resistance to all damage, and You gain 50 Temp HP.
- You can use a reaction to protect an allied creature, object, or structure from all damage from an instance of damage. I.e - a fireball or arrow or sword attack.
Once you use this feature, you can't use it again until you finish a long rest, and when this feature ends you lose half of your MAX HP!!!!
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Posted Apr 20, 2024Once you use this feature, you can't use it again until you finish a long rest, and when this feature ends you lose half of your MAX HP Would be in hp
small correction in wording