Paladin
Base Class: Paladin

Courage. Your place is at the front of the shield wall, in the face of horrid beasts, and in the dark places of the world.

Duty. You serve the people of the North lands, not any one jarl or clan. Teach the young, heal the sick, and bring the fury of the gods to those who threaten the innocent.

Fidelity. Your first loyalty is to your oath, the gods, and your people. Yours is not the path of hearth and home, yours is the roar of the spear-din and the crashing of the shield walls.

Honesty. Your mind’s-worth is your life; do not betray yourself by lying or cheating.

Honor. Integrity is the highest of virtues; do not disappoint those you have sworn to by acting in a discourteous manner, bragging, or belittling others.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Shield Maiden Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Shield Maiden
Paladin Level Spells

3rd

shield, create or destroy water

5th

blur, misty step

9th

spirit guardians, tidal wave

13th

control water, death ward

17th

hold monster, maelstrom

Channel Divinity

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

Wotan’s Eye. As an action, you may imbue you and up to your Charisma modifier in creatures with the ability to see through darkness and deception. Effected creatures gain dark vision 60 feet, advantage on Wisdom (Insight) and Wisdom (Perception) checks, and others cannot gain advantage on attack rolls against them. The effects of this channel divinity last a number of minutes equal to your Wisdom modifier. You only have one functional eye while this channel divinity is in effect.

Donar’s Fury. As an action, you call down the thunder and lightning on your foes. A 15-foot diameter burst of thunder and lightning appears within 100 feet of you. All creatures caught in this burst must make a Dexterity save or suffer 2d8 thunder and 2d8 lightning damage, gain the deafened condition until the end of their next turn, and be knocked prone (half damage on a successful save). The damage increases to 3d8 at 10th level, and 4d8 at 15th level.

 

Aura of Resolve

Starting at 7th level, your divine power protects you and friendly creatures from harm. You and friendly creatures within 10 feet of you reduce all non magical piercing, slashing, and bludgeoning damage by an amount equal to your Charisma modifier.

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

Blessings of the Gods

At 15th level a raven is sent from Wotan to serve as your companion. This works as the find familiar spell, but you may not dismiss it to gain a different familiar, it is always a raven.

Iron Resolve

At 20th level, as an action, you can cause yourself to become an impenetrable bulwark of divine energy. For one minute, you gain the following benefits:

  • Your skin hardens and changes into a platinum sheen giving you a +4 bonus to AC, your​ eyes turn gold, and you have immunity to necrotic damage, along with resistance to all non magical damage.
  • You emanate an aura of compulsion in a 10-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or direct all of its attacks against you. If a creature has an area of effect attack it must include you as a target.

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

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