Base Class: Paladin
Paladins who swear the Oath of the Gallant Vanguard are inspired by tales of dashing heroes who champion the common folk. They are agile combatants, skilled in both melee and ranged combat, and are known for their chivalry, camaraderie, and flair.
Tenets of the Gallant Vanguard Defend the Defenseless:
- Defend the Defenseless: Always stand up for those who cannot stand up for themselves.
- Champion of Fairness: Act with honor and fairness, even to your enemies.
- Daring Deeds: Never back down from a challenge, and let your actions inspire others.
- All for One: Stand by your allies, and they will stand by you.
Level 3: Oath of the Gallant Vanguard Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Gallant Vanguard Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Feather Fall, Guiding Bolt |
| 5 | Misty Step, Scorching Ray |
| 9 | Haste, Mass Healing Word |
| 13 | Dimension Door, Guardian of Faith |
| 17 | Mass Cure Wounds, Dispel Evil and Good |
Level 3: Agile Defender
While you are wearing light or no armor, you can add your Charisma modifier to your AC (max +2). You lose this benefit if you are incapacitated or if your speed drops to 0. While you have this benefit, you gain proficiency in firearms.
Level 3: Gallant Challenge
As a bonus action, you present your weapon and expend one use of you Channel Divinity to challenge a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against targets other than you until the end of your next turn.
Level 3: Guardian's Shot
As a bonus action, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel Divinity to dash up to 30 feet towards that same creature and make one melee weapon attack against them.
Level 7: Vanguard's Riposte
When another creature hits you with a melee attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your proficiency bonus. If you reduce the damage to 0, you can make a ranged attack against the attacker without suffering the usual range penalty. On a hit, you push the attacker back 5 feet.
Level 15: One for All
When an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to let that ally drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a short or long rest.
Level 20: All for One
As an action, you can emanate an aura of unity. For 1 minute, all allies within 30 feet of you gain a bonus to attack rolls, damage rolls, and saving throws equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
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