Paladin
Base Class: Paladin

"There on the battlements he stood. The Lord Commander in his shining armor. His stern resolve plain to see upon his stony face. Shoulder to shoulder, he stood rank and file beside his fellow knights, identifiable by the pristine white plume of horse hair protruding form his proud silver helm... The guardians of our great city... Perhaps the last bastion of order and reason left on this good earth. But lo, cresting over yonder hill, a black tide of armored beasts approached. Howling and gnashing their teeth in rage and disdain for our walls and towers. Their hatred for man's design stirred them into a frenzy. Their gleaming eyes casting an earthbound starry night over the rolling fields beyond the flames of our braziers."

"I trembled at the very sight... At the sound of the savage host, and fear nearly took me... But the Lord Commander raised his shield and unsheathed his sword. Stepping forward staunchly with naught but contempt in his eyes for the enemy before him, he threw back his head and cried out his defiance in a booming battle cry. The cry was taken up by the knights lining the walls, the city swelled with the voices of a thousand stalwart warriors. And I was steadied, taking up the cry myself. For what hope could this rabble of mindless beasts stand? To break the will of our great defenders? Nay! For now is the hour of our defenders! Our watchers on the walls! Let this be the hour of the silver knight!"

-From The Scourge of Alnor, the year 1214 of the Age of Strife

Oath Spells

You gain the same oath spells listed in the Sword Coast's Adventurer's Guide

Channel Divinity

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

Drawing Enemy Fire. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that can see and hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, for 1 minute, a creature can’t willingly move more than 30 feet away from you, and must spend their turn either moving closer to you or attacking you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to your Charisma ability score, and gains temporary hit points equal to your Charisma modifier.

Aura of the Stalwart

Starting at 7th level, you and allies within 10 ft. of you have advantage on saving throws to avoid becoming paralyzed, petrified, or stunned.

Additionally if an allied creature within 10 feet of you is attacked, you can use your reaction to magically substitute your own AC for that of the target creature, causing that creature to potentially not be hit. You must declare your intention to use this ability before seeing the result of the attack roll. If the attack would hit, you instead take the damage rather than the targeted ally.

At 18th level the range of this aura extends to 30 ft.

Unyielding Spirit

Starting at 15th level, an unwavering fire burns within you, and you do not fall easily. Yours is a soul that refuses to submit in the face of defeat, and that resolve resonates with those that fight alongside you as well. Whenever you reach 0 Hit Points, you can make a Charisma saving throw against a DC equal to the amount of damage dealt to you that struck you down. On a successful save, you regain an amount of Hit Points equal to your Charisma modifier, and gain an amount of temporary Hit Points equal to your Paladin level.


Additionally, allies that can see you succeed on your saving throw are emboldened by the strength of your spirit, and also gain an equal amount of temporary Hit Points.

Once you use this feature, you must complete a long rest before you can use it again.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • On your turn you gain temporary Hit Points equal to your Charisma ability score.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Constitution and Wisdom saving throws
  • Creatures that attack allies within 30 ft. of you make their attack rolls with disadvantage.

This effect ends 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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