Base Class: Paladin
Paladins who take the Oath of the Champion are Heroes of their home, destined to fulfill great deeds for the sake of those they love. They shine like a beacon, sworn to protect those that earn their loyalty and to sear those who bring harm to the ones they hold dear or to those who can't protect themselves. Champions are valiant warriors, trusted friends and steadfast allies, willing to give everything in the name of justice and love.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sworn Protector. As an action you can imbue your shield with holy energy. For 1 minute, you are bound to one willing creature of your choice within 20 ft. of you. Both of you gain a +1 to your AC, as well as a number of temporary Hit Points, equal to your Proficiency Bonus, at the beginning of each of your turns. Additionally if the creature you bonded with 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.
The effect ends if you choose to end it as a free action, if you are no longer holding the shield, if you are ever more than 20 ft. apart from each other, or if you fall unconscious.
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 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 use only 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 Endurance
Starting at 7th level, you constantly emanate a protective aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
While in this aura friendly creatures (including you) regain 1d4 hitpoints at the end of their turn, if they have no more than half their maximum hitpoints and are still conscious.
At 18th level, the range of this aura increases to 30 feet.
Eminence of the Champion
Beginning at 15th level, the first time you hit a creature with a melee weapon attack it must succeed on a Wisdom Saving Throw against your Spell Save DC or be under the effect of a Compelled Duel spell. The effect does not end prematurely, unless you end your turn more than 60 ft. away from the target or you fall unconscious. If a creature suceeds on the Saving Throw it is immune against this effect for the next hour.
Divine Adept
Starting at 20th level, you can assume the form of a righteous spirit - ready to bring judgement and protection for all those who deserve it. As a bonus action, you gain the following benefits for 10 minutes.
- All allies (including you) within 30 ft. of you have advantage on saving throws against spells as well as advantage on death saving throws.
- Whenever a creature hits you or an ally within 30 ft. of you with an attack, it takes radiant damage equal to 5d8 + your Charisma Bonus.
- You have advantage on attack rolls against creatures that dealt damage to one of your allies within the last round.
Once you use this feature, you can’t use it again until you finish a long rest.
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