Paladin
Base Class: Paladin

An Oath of the Defender paladin puts the defense of others over their own life. In battle, they draw the focus of the enemy on themselves and away from their allies. Of course, they must go on the offense to achieve this goal but never at the expense of the safety of their comrades. 

To this end, an Oath of the Defender paladin focuses on their own Armor Class and health, making themselves much harder for enemies to harm and lasting long enough in battle to allow their allies the opportunity to win the fight. They never seek glory for themselves. 

It is imperative that a paladin of this Oath be as strong as possible, hale, and charismatic. This is not a role for the weak or timid.

TENETS OF THE DEFENDER 

Self-sacrifice. Always defend the weaker above the strong.

Focus Your Anger. Never let your anger get the better of you. You should always have your wits about you in battle.

Never Surrender. Your surrender means the death of the weak and that cannot be allowed to happen. Be brave for them.

OATH OF THE DEFENDER SPELLS

Paladin Level            Spells 

3rd       Guiding Bolt, Sanctuary 

5th       Prayer of Healing, Silence

9th       Beacon of Hope, Daylight

13th     Freedom of Movement, Stoneskin

17th     Flame Strike, Mass Cure Wounds

 

 

Oath of the Defender Spells

You gain the following spells at 3rd, 5th, 9th, 13th, and 17th levels:

3rd       Guiding Bolt, Sanctuary 

5th       Prayer of Healing, Silence

9th       Beacon of Hope, Daylight

13th     Freedom of Movement, Stoneskin

17th     Flame Strike, Mass Cure Wounds

Channel Divinity

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

Shield of Radiance. You may choose to unleash a radiant shield about yourself that provides a +2 bonus to your Armor Class score as well as a number of temporary hit points equal to twice your paladin level. This effect lasts for 1 minute and takes a bonus action to put in place. 

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead using your Channel Divinity. Each fiend or undead that you can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Defense

Starting at 7th level, you radiate a magical field of radiance that grants you and any ally within a 10 foot radius a +2 bonus to their Armor Class score. 

Aggression Magnet

Starting at 7th level, you gain Advantage on all Charisma (Intimidation) checks. 

Hale Spirit

Starting at 15th level, your maximum hit points increase by 2 per your paladin level. 

Avatar of the Defender

At 20th level, you become a whirlwind of defense, able to lunge out from your position in a 10 foot radius and gaining an additional attack per round. You can additionally cast the Haste spell on yourself 3 times per long rest. 

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