Base Class: Paladin
The Oath of the Defenders is an ancient oath, it binds the paladins who swear themselves to this oath to protect what they hold dear. Many paladins who follow this oath commit themselves to protecting a city, town, structure or even an extraplanar portal. They may do this through leading an army, militia or a group of several paladins, all devoted to this cause.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | absorb elements, alarm |
| 5th | warding wind, warding bond |
| 9th | glyph of warding, slow |
| 13th | death ward, faithful hound |
| 17th | wall of force, hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Defender at the Gates. As an action, you conjure a 10 ft. radius sphere of whirling ethereal shields centered on your current location. Creatures within the area gain arcane wards that protect them. Each creature of your choice within the area gains the effects of half cover so long as they remain within the area. The area lasts for one minute or until it is dispelled by you.
Wardens Call. As an action, you can target you target one enemy you can see within 10ft of you, for one minute the target's movement speed is reduced by half if they are more than 15ft away from you. If the target is more than 15ft away from you at the end of its turn, they must succeed on a Constitution saving throw against your spell DC, on a successful save, the effect ends.
Bulwarks of the Fallen
At 7th level, you emanate an aura of abjuring defenses in a 10ft radius around you. At the beginning of each of your turns, you can grant one creature of your choice within the area 2d8 temporary hit points, in addition, while these temporary hit points are intact, the creature gains a +1 bonus to their AC.
At 18th level, the range of this aura increases to 30 feet, in addition, the temporary hit points increase to 3d8.
Unstoppable Bastion
At 15th level, your devotion allows you to stand strong where others would fall. Your speed cannot be reduced, you cannot be unwillingly moved, and you cannot be knocked prone unless you fall unconscious.
The Unbroken Sentry
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 minute:
- Your bulwarks of the fallen ability applies to all creatures within the aura at the beginning of your turn.
- You gain advantage on all saving throws.
- When you gain temporary hit points while you are below your hit point maximum, you instead regain an amount of hit points equal to the temporary hit points gained.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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