Paladin
Base Class: Paladin

The Oath of the Protector is an oath for the Paladins who value the vitality of good more than themselves. This way of thinking often comes from a trauma in their past. Events such as being a witness to a slaughter of a defensless town or not being able protect a loved one often make a future Protector. They are sworn to protect the good things in life. The laugh of a child, the song of a feast, the smell of baked goods wafting in the morning air. Anything that threatens such things, must be struck down with little mercy. Though the Paladins who take this Oath are usually kind, lighthearted, and enjoyable company, when they need to be serious they control social situations with an iron grip and the battlefield with brutal efficiency.

Tenets of the Protector:

Paladins who take this oath only follow one rule, Defend the Defenseless. There are also principles that they strongly recommended to follow, however they are not forced to follow them.

  • Defend the Defenseless: Above all, a Protector must be a shield for innocent people who cannot defend themselves even if it means putting their life on the line.
  • Bring Joy to Others: A Protector should strive to bring joy to the lives of others.
  • Inspire Bravery: Protectors are commonly expected to fight for good alone. However, they should also be a light shining in the darkness, inspiring others and being a role model for some who do not have the will to fight alone.
  • Bring Light to Those in Despair:  Do what you can to lend a hand to those who require assistance.

Channel Divinity

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

Protector's Sacrifice - As an action, you can target any willing creature to put a ward on for 1 minute. If anything damages the creature with a ward on, it leaves the target unaffected, instead inflicting half damage to the caster instead.

Protector's Sacrifice Reaction - If you have used a Channel Divinity slot, you can also use a reaction to take full damage from the attack targeted at a teammate within 5 feet of you. This does not cost a Channel Divinity slot.

Evil's Bane - As an action, you can show your holy symbol and shout out in Celestial. You can pick one creature that is hostile to you our your party within 15 feet to target and it must make a Wisdom saving throw. On fail, the creature is blinded and takes 1d8 psychic damage. If the creature is a fiend or undead it is blinded and frightened for it's next turn. On save, the creature takes 1d4 psychic damage.

The damage goes up by 1d8 for fail and 1d4 for save at level 8, level 14, level 18, and level 20.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Resistance

At level 7, three times per long rest, you can use an action to cast an Aura around you. While the Aura is active, friendly creatures within 15 feet (not including you) are resistant to bludgeoning, piercing, and slashing damage until your next turn. 

If a friendly creature in your Aura is attacked, you can use a reaction to attack the attacking creature.

Armor of Sol

At level 15, once per long rest, as an action, you can grab ethereal sword of fire and slam it into the ground. For the next 5 minutes, any creature of your choice within 20 feet of your sword has 1d8 of hitpoint regeneration at the beginning of their turn. They also gain +1d8 of radiant damage on any attack they land.

While this is not a spell per se, it requires concentration ending any concentration spell you have active. Whenever you take damage while the Armor of Sol is up, you must be a 14 DC saving throw of CHA to make sure it stays up.

The Armor vanishes when 5 minutes is up, you fail the CHA saving throw, or you fall unconscious or dead.

Overwhelming Duty

At level 20, your Overwhelming Duty now emanates a constant Aura around you. When a friendly creature within 30 feet falls to 20% of their max HP or below, they gain resistance to all physical damage done to them. If a friendly creature within 20 feet falls unconscious, you can use a reaction once per long rest to immediately revive them to their max HP and give them full resistance for 2 rounds, in turn your current HP is halved and you gain a point of exhaustion. This cannot take effect if the creature instantly dies.

Additional Passive: Any attack done to a creature that is attacking a friendly creature has a +2 to it's attack roll and +1d4 +2 to it's damage roll and the targeted creature has disadvantage on it's next attack.

Any damage done to you when using Protector's Sacrifice Reaction is halved.

Oath Of The Protector Image

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