Paladin
Base Class: Paladin

There are Paladins who serve no specific ideal or goal save to protect those who need protection. They stand as Bulwarks against the darkness and evils of the world. Striving to protect their friends and the innocent from the darkness that perhaps they have once been exposed to, and bolster the resolve of their Allies to similarly in turn better protect the innocent

Tenants of the Bulwark

Responsibility. The blessing of power and talent is not to be taken lightly. You have a duty to hone yourself for the benefit of those not so gifted.

Comradery. Seek friendship. Through our bonds we are made strong.

Compassion. Every creature struggles in it's own way. Kindness is another means of preventing harm. Look to those small acts of kindness that help stave off the dark. Do only the harm that is necessary.

Self-Sacrifice. Be the shield. Stand between the evil and the innocent. Do not allow the strong to prey upon the weak. Do not throw away your life recklessly, but the heroic sacrifice that saves many lives is the highest ideal.

Oath Spells

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

Oath of The Bulwark Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinities

Protective Presence. "How happy are those whose walls already rise" Your presence as a bulwark of protection gives your allies hope against the darkness, as a bonus action you can choose any number of creatures up to your Proficiency Bonus within 30 feet of you, for the next 10 minutes they can roll one d6 and either use it to subtract from an attack roll that hits them, potentially turning a hit into a miss, or add it to a failed save originating from a enemy that they can see (anything that isn't natural or from a trap) potentially turning a failure into a success. once that die is used for either option it is used up

Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

 

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

At 12th level the range of this aura increases to 20ft & At 18th level, the range of this aura increases to 30 feet.

Shield For the Innocent

At 15 level, you become a true shield for the Innocent which gives you the following benefits

you have resistance against any damage redirected to you from the use of your Aura of the Guardian ability regardless of type and if it is magical or not

You have resistance against non-magical Slashing, piercing & Bludgeoning Damage

Take Me Instead!

Starting at 20th level, The forces against you are stronger than ever, and sacrifices may be necessary, while you do not seek it out, the Heroic sacrifice that allows lives to be saved is one of the greatest destinies one can have.

As a bonus action you can activate this ability.  a Divine light washes out from you and coalesces in a soft radiance in a 15-foot radius around you. Choose a number of Creatures in that radius equal to half your proficiency bonus when you active this ability, they shed dim light in a 5-foot radius and other creatures have disadvantage on attack rolls against them. In addition, all creatures have advantage on attack rolls against you. This ability lasts for 1 minute and you can activate twice per long rest

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