Base Class: Paladin
Once a Paladin, the Grey Wardens were originally formed by a handful of men who had lost faith in the Paladin cause. The strict codes of the Paladin has stopped many an evil from receiving the justice it deserves, sometimes a man is just too dangerous to be left alive. The Wardens uphold the peace and strive for goodness in the realm, but they will use any means necessary to achieve that goal, even if that means spilling blood.
its’ all for the greater good.
Protector of the People
When you reach 3rd level, you devote yourself to the protection of those who cannot protect themselves. You have thrown the restrictions aside of the Paladin order and will do whatever it takes to keep the peace and bring justice to your enemies. Your choice grants you features at 3rd level and again at 7th, 15th and 20th level.
In addition, you gain the following Oath spells at certain levels...
3rd Level - Thunderwave & Heroism
5th Level - Gust of Wind & Pass Without a Trace
9th Level - Call of Lightning & Haste
13th Level - Blight & Divination
17th Level - Mass Cure Wounds & Dominate Person
Shield of the Protector
Shield of Protection - Starting at 7th level, any attack made against an ally within 5ft of you can be redirected against you instead. The target must roll to hit your AC and any damage done is halved. Once you have used this feature you cannot use it again until you take a short rest. At 15th level the range of protection goes up to 10ft.
Grey Mind
Grey Mind - Starting at 15th level, you have completely cleared your mind and found inner focus and purpose. The forces of evil are now unable to charm, frighten or put you under any type of mind control that would force you to do something against your will.
Sword of Justice
Sword of Justice - Starting at 20th level, as an action, you can call upon The Stormlord to destroy the evil in your path. For one minute The Stormlord watches over you and assists you in battle. A bolt of lightning strikes your blade as it begins to glow hot blue, the bolts of electric energy run down your body and create a 10ft radius of lightning around you. Your attacks do an additional 2D8 Thunder DMG and when an enemy starts it’s turn in your Lightning, they take 10 Thunder DMG. Once you have used this feature, you cannot use it again until you complete a long rest.
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Posted Nov 28, 2021Thanks! It was my first attempt, I plan to work on it this week as I continue to flesh it out through this campaign!
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Posted Nov 26, 2021This is a great subclass, but no channel divinities?!