Base Class: Paladin
A Half-Orc jumps in front of his scrawny Wizard friend to protect him from a devastating blow.
An elf strolls through a town, stricken with disease, curing the towns folk as she walks, with an aura of light around here.
A powerful warrior, shining with holy light, is blasted with deadly disintegration beam from a beholder and shrugs it of to chop it’s eye in two.
Paladins of this subclass focus on protecting those who can not protect themselves. They are powerful tanks and there divine power from there god makes them very hard to kill. They can and will take massive blows for others and can even become partially immortal.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Shield. As an action, you can imbued your shield with light, using your Channel Divinity. For 1 (10 rounds) minute, the shield gives you 3 AC instead of 1.The shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that.
Protect Allies: When a creature within 15 ft of you gets attacked, you can magically leap in front of them to protect them from the incoming blow. When you protect the creature, you give it plus 1 AC. It gives 2 AC if your have a shield.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Immortality
Aura of Immortality. You emit an aura of divine power that gives you and your allies vitality and health. When you activate the aura it last for an 10 Minutes, has a radius of a 30 ft sphere, and it has the following effects. You can not use this until you finish a long rest.
Vitality. Any creatures in the aura have +1 to CON and advantage on CON checks.
Health. Any creatures in the aura gain 5 temporary hit points.
Cure. Any creature in the aura is cured from any poisoning or disease and is immune to disease. If a creature enters the aura and leaves it will still have immunity until the aura ends.
Holy Light. The aura emits bright light in a 60 ft. radius and dim light 60 ft after that. It also grants any one in the aura truesight until they leave the radius or the aura ends.
Turn Evil. Any dragon (that is evil), aberration, fiend, monstrosity, undead, or evil alignment creatures take 5 radiant damage.
At 15th Level the range increases to 60 ft and Turn Evil deals 10 radiant damage. Health grants 10 Temporary Hit Points. Cure grants resistance to acid and poison damage.
Immortal State
At 15th Level you can enter a partial immortal state. When you enter Immortal State you have resistance to all damage for 1 Minute (10 Rounds). You can not use this ability again until you finish a long rest.
At 17th Level you have resistance to slashing, piercing, and bludgeoning damage normally. You also have immunity to slashing, piercing, and bludgeoning damage while in Immortal State.
True Immortal State
(This is not a replacement/upgrade to Immortal State. You can still use Immortal State.) You have trained hard, protecting all who can not protect themselves. In return for defending the world, your god has blessed you with the power to enter a state. A state that is a fraction of there power. Whenever you are in this state instead of you taking the damage your god’s power does instead, making you Immortal.
When you enter this state, you have Immunity to all damage for 2 Minutes (20 Rounds). When you take damage, your attacker still rolls damage, but you don’t take it yet. Say an orc deals 20 Damage to you in your Immortal state. You don’t take that damage until you leave Immortal state. But if you kill the orc you don’t take the damage. You can not use this ability again until you finish a long rest.
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