Base Class: Paladin
Tenants of providence
The tenants of the path of providence urge a Paladin to be a holy protector of others, and give all of their heart and soul for the ones the swear to protect.
Trust and reliability
You must work hard to build the trust of those you protect and always make sure they can count on you when needed.
Honesty and reassurance
Scarce are the times when a Paladin of providence should bend the truth, but if it is done, it should be to keep the spirits of others high even if it is a detriment to yourself.
Oath spells
Oath spells
You gain oath spells at the paladin levels listed.
Oath of providence spells
3rd - Bless, Cure wounds
5th - Enhance ability, Vortex warp
9th - Haste, Protection from energy
13th - Death ward, Catalyst of divinity
17th - Dawn, Dispel Evil and Good
Channel divinity
Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works
- Guide for the hopeless. As a bonus action you can use your Chanel divinity to fuel yourself and allies with determination. For the next 10 minutes you and all allies that have sight on you gain advantage on charisma and wisdom saving throws as well as skill checks against the restrained status. You and allies are also immune to being frightened, charmed for the duration of your Chanel divinity
- People’s protector. As a reaction or a bonus action you prepare yourself to take hits for your allies. You can use your channel divinity to give yourself 3d8 + charisma temporary hit points and increase your AC by one for 1 minute. All hostiles that are aware of your presence must make a charisma save or be forced to target you for their turn, on a successful save the target is unaffected but when moving within 30 feet of you must make the save again.
Aura of hope
Aura of hope
At 7th level, you become an icon of perseverance for those around you. You and allies within 10ft have advantage against being frightened. In addition you add a d4 to any saving throw you make against being charmed, frightened, or restrained. When you reach level 18 the range increases to 30ft and your allies also gain the d4 to specified saving throws, but for yourself the die turns to a d6.
Selfless act
Selfless act
When you reach 15th level you form a habit of taking the brunt of attacks for your allies. When a successful attack roll is made against an ally you can freely step in front of the attack and half as much damage as the attack would originally deal and your ally gains an extra 10ft of movement on their turn.
God Given Defender
God Given Defender
At 20th level you can call upon any god that will listen to come to your aid and gain two of the following effects.
- Your charisma increases by 4 for the next 10 minutes
- You imbue up all enemies within 60ft with the frightened status until they pass a charisma saving throw = to your spell save dc
- Your AC increases by 3 for 1 minute and all hostile creatures have disadvantage on attacks that are not made against you
- You gain 20 temporary hit points at the start of each of your turns for 1 minute
- Any attack made against you whether successful or not deals 2d10 radiant damage to the attacker and they must make a contested strength saving throw or be pushed 10ft away, provoking an attack of opportunity.
- For the next 10 minutes you have advantage on 3 skills and 1 saving throw of your choosing
Once you use this feature you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Comments