Base Class: Paladin
Oath of Protection Paladins are often sword to protect a singular person or location, however sometimes that location would be the continent or world they live on, or even the entire plane of existence. Oath of Protection Paladins are often Neutral, focusing only on the person or place they are protecting, and not other people, however this is not always the case.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Boost Ally. As an action, you can imbue one ally that you can see with positive energy, using your Channel Divinity. For 10 minutes, they add your Charisma modifier to attack rolls (with a minimum bonus of +1). They also gain temporary hit points equal to your Charisma modifier (with a minimum of 1 temporary hit point)
You can end this effect on your turn as part of any other action, or if you fall unconscious, this effect ends.
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 Protection
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be poisoned while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Protecting an Ally
Beginning at 15th level, at the end of a long rest, you my choose one friendly creature: they are under the effects of a protection from evil and good spell until your next long rest.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever a friendly creature starts its turn in the bright light, the creature restores 10 hit points
In addition, for the duration, they have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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