Paladin
Base Class: Paladin

The oath of the people is for the paladin who prioritises the citizens more than anything. They will protect the downtrodden and stand up against unjust authority. They are often found as some form of vigilante, protecting the people when they need it most, with or without the permission of the higher ups.

Channel Divinity: Protective Bastion

You can use your channel divinity to protect nearby allies. As an action you present your holy symbol and all creatures within 30 feet of you must make a Wisdom saving throw against your spell save DC. If they fail they can’t target creatures other than you with attacks, for 1 minute. You can choose up to five creatures to automatically succeed on the saving throw.

Channel Divinity: Safe Zone

You present your holy symbol and create an area of security. As an action you can create a 15 feet square on the ground within 10 feet of you, this lasts for 1 minute. Creatures of your choice within this area can add 1d4 to all saving throws they make. Also, they gain a 1+ bonus to their AC.

Oath Spells

 You gain oath spells at the paladin levels listed in the Oath of the People Spells table.

Oath of the People Spells

Paladin Level

Spells

3rd

protection from evil and good,
feather fall

5th

enlarge/reduce, skywrite

9th

tiny hut, sending

13th

fire shield, greater invisibility

17th

mass cure wounds, wall of stone

Aura of Divine Steel

 Radiant energy protects those near you. Friendly creatures within 5 feet of you can’t have an AC lower than 15.

At 18th level, the range of this aura increases to 10 feet.

Interrupt Attack

 You are able to interrupt attacks to prevent hostile creatures from harming your allies. If a creature within 60 feet of you makes an attack, you can use your reaction to make an weapon attack against them. If you hit them they must make a Wisdom saving throw against your spell save DC.

If they fail, they are not able to make attacks until the start of their next turn. This also prevents the attack that provoked the reaction.

Beacon to the Powerless

The people look to you as their hero. You make them feel like they too can fight for justice.

While you are not incapacitated, friendly creatures within 15 feet of you (including you) gain the following benefits:

  • Their attacks deal an additional 2d8 radiant damage.

  • They are immune to the frightened condition

  • If they are reduced to 0 hit points they are immediately stabilized.

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