Base Class: Paladin
The Oath of the Shepherd is taken by those called to protect the helpless, to look after the flock of innocent masses in this world and steer them away from the dangers of darkness and evil. A shepherd is not only a guardian, but also a caretaker and nurturer, guiding the flock to safe pastures as well as protecting it with their very life by standing against the proverbial wolves of evil.
Tenets of the Shepherd
Though the exact words of the Oath of the Shepherd vary among herdsmen, the tenets themselves always emphasize safeguarding the helpless.
Tend the Flock. Where the innocent have need, a Shepherd shall provide. Feed the hungry, heal the sick, and nurture the poor, such that the Flock may grow healthy and strong.
Guide the Flock. When a member of the Flock strays, a Shepherd shall venture forth to bring it back to the good and safe pasture. Through your words and acts of kindness, lead others toward the path of peace.
Protect the Flock. When the evil beasts of the world would harm the Flock, a Shephard shall stand as a vigilant guardian to defend it. Remain vigilant in your watch over the innocent, so that when the helpless masses are threatened, you can mete out justice against their would-be predators.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vigilant Eye. You can use your Channel Divinity to heighten your awareness of your surroundings with a divine sense. As a bonus action, you grant yourself a +5 bonus to Wisdom (Perception) checks for the next 10 minutes.
Rebuke Evil. You can use your Channel Divinity to rebuke those who prey upon the weak. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Oath Spells
You gain oath spells at the paladin levels listed. See the Sacred Oath class feature for how oath spells work.
Oath of the Shepherd 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 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 18th level, the range of this aura increases to 30 feet.
Steadfast Protector
You have developed an unwavering resolve to protect the weak. Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Preserver of the Meek
At 20th level, your mere presence shelters those around you. You can spend an action to gain the following benefits for 1 minute:
- Whenever another creature starts its turn within 30 feet of you, you may have that creature regain 2d8 hit points.
- Your allies have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while within 30 feet of you.
- You and your allies within 30 feet have advantage on Wisdom saving throws.
These effects end early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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