Paladin
Base Class: Paladin

Support and Protect your Friends and Allies

The Oath of Allegiance binds Paladins to the ideals of cooperation and assistance. These Paladins fight in order to protect their comrades and to see their allies through hardship, both on and off the battlefield.

Many who swear this oath are simple folk who have taken up arms in order to protect their friends and allies. They often act with other's best interests in mind, sometimes even abandoning their self preservation as a result.

These paladins share the following tenets:

  • Keep your allies safe in the face of adversity.
  • Act in a manner that your peers can respect.
  • Offer your heart and blade to your companions.

Oath of Allegiance Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Allegiance Spells table, you thereafter always have the listed spells prepared.

Protect Comrades

While within 5ft of you, any allied creature gains +1 to their AC. At 10th level, the range increases to 10ft and at 15th level, allies gain +2 to their AC instead.

Stalwart Heart

When an allied creature within 5ft of you is required to make a Dexterity saving throw against an area of effect, you can use your reaction to protect that ally. If the ally fails it's saving throw, you reduce the damage taken by that ally by half and if it succeeds, you reduce the damage to zero.

At 15th level, you can target 2 additional allies within 30ft of you as magical duplicates appear in front of them and shield the ally.

You can only use this feature once per short rest.

Ally Evacuation

When an ally within 30ft would take damage from a successful attack roll, you can your reaction to teleport your ally to an unoccupied space within 5ft of you and force the attack to miss. You can only use this feature once per short rest.

Dedicated Bulwark

When you finish a long rest, you can choose up to 10 allies within 30ft of you; until they complete a long rest, your allies gain temporary hit points equal to 2d10 multiplied by your charisma modifier. While they have these temporary hit points, the chosen allies gain advantage on all saving throws.

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