Paladin
Base Class: Paladin

The Oath of the Defender Paladins are warriors notoriously known for their excellent protective skills. Once the elite guard of the Emperor, they have since spread out to protecting the common people. They train their bodies in order to never show weakness in front of someone they are protecting, and they protect whoever it is at whatever cost. These Paladins wield a Banner Spear, the universal symbol of their Oath to protect others, while also inspiring those they fight with. Because of their abilities to protect and inspire, they are also known as Hearth Knights or even Blessed Warriors

 

Tenants of the Defenders

A paladin who takes this oath has their tenants seared onto their back as a mural, representing what they stand for.

People's Shield. Be the iron wall that protects those who cannot protect themselves. Never bow to an oppressor and never abandon an oppressed.

Prowess and Skill. Relentless work and training must be undertaken to keep the mind pure, the soul strong, and the body able to meet whatever challenges evil may have in store. A guardian never rests and is tireless in the pursuit of their own perfection as a tool in service of the greater good.

Responsibility. The blessing of power and talent is not to be taken lightly. You have a duty to hone yourself for the benefit of those not so gifted.

Oath Spells

You gain the spells listed below at the specified Paladin Levels

Paladin Level Spells
3rd Shield, Absorb Elements
5th Flame Blade, Nystul's Magic Aura
9th Mass Healing Word, Wall of Sand
13th Dimension Door, Freedom of Movement
17th Dominate Person, Hallow

Distant Protection

When you take this subclass at 3rd level, you are able to magically project your spells onto others. If you cast a spell that has a range of [self], it instead gains a casting range of up to 30 feet and can affect another creature other than yourself that is considered an ally.

You can use this ability a number of times equal to your charisma modifier (minimum of 1) times per Long Rest.

Channel Divinity

Insurmountable Aegis. As an action, you present your Holy Symbol and emit a 30 foot aura. Whenever you or an ally takes damage while within the aura, you roll 1d6 and reduce the amount of damage taken by that roll. If the roll would reduce the damage taken to zero, it is instead reduced to 1. You can end this effect on your turn as part of any other action, if you activate your Channel Divinity again, or if you fall unconscious, this effect ends.

Bear the Burden. You can use your Channel Divinity as an reaction to an ally taking damage within 30 feet of you. You magically link your soul to that ally and receive the damage they take in their stead. If this would drop you to 0 hit points, you instead drop to 1 hit point. That ally then gains advantage to their next attack and resistance to the damage taken until the start of their turn.

Aura of the Blessed

Starting at 7th level, you constantly emit a sanction of safety. While you are conscious, a friendly creature that ends its turn within 10 feet of you regains hitpoints equal to your charisma modifier, provided they have less than half of their HP remaining.

Additionally, when you are not in combat your wounds begin to heal themselves. Each hour, you regain your charisma modifier HP back.

At 18th level, the range of this aura increases to 30 feet.

Banner of Safeguarding

Starting at 15th level, you create a safe space for your allies. As an action, you create an 30 foot aura around you for the next minute. Allies that are within the aura have their AC increased by 2 and gain advantage to their attacks. This effect ends if you become incapacitated, fall unconscious, or choose to end it early. This feature can be used once per day.

Together We Stand

When you reach 20th level, you can radiate power to protect your allies from harm. You and allied creatures within 30 feet of you gain the following effects for the next minute (if allies leave the area around you they lose these benefits until they come back into the area):

  • You and your allies have resistance to all damage.
  • Critical hits against your or allies near you are turned into normal hits.
  • If you or an ally starts their turn with 0 HP, they regain 1 HP instead.
  • Whenever you or any ally within 30 feet fails a saving throw, you can use your reaction to force the creature to reroll it. They must use this new roll.

 

You can use this feature once per Long Rest

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