Base Class: Paladin
Oath of the Bulwark Paladins commit themselves to putting the defense of the weak above the decimation of the wicked. Through years of training and religious devotion, these impenetrable warriors of faith use their incredible strength, granted by their deity, to dawn a great shield in each hand sacrificing attack power for defense. They are trained to see the safety and wellbeing of the common folk to be the will of their God and to let even one life be lost before their own is a failure to their calling.
Tenets of the Bulwark
- Honesty: Do not lie or cheat. The truth will protect your soul.
- Courage: Never fear to act. You are barrier that withstands the darkness.
- Kindle the Light: Through your steadfast resolve, kindle the light of hope in the weak.
- Be Unbreakable: Never become complacent, there is always room to improve.
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 |
Channel Divinity
Sacred Armor. As an action, you can imbue one Armor or shield that you are holding with radiant energy, using your Channel Divinity. For 1 minute, you add your Constitution modifier to AC of that armor or shield (with a minimum bonus of +1). The armor or shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the armor or shield is not already magical, it becomes magical for the duration.
You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this armor or shield, or if you fall unconscious, this effect ends.
Blessing of the Bulwark. As an action, you can channel the blessings of your God to protect your allies using your Channel Divinity. For one minute, you can add your Paladin level divided by 3 rounded down (with a minimum bonus of +1) to either the AC or saving throw against spells of one creature you deem as friendly.
You can end this effect on your turn as a bonus action. If you no longer have sight of the creature or you fall unconscious, the effect ends
Fortify Defenses
at 3rd level when you take this oath, you gain the ability to combine your shields, and brace yourself for an attack as action.
While in this stance, you gain a +3 to AC and Spell Saves, and gain advantage on opposed strength checks to be moved.
This stance lasts until you move or are moved any amount in any direction, if you make and attack or cast a spell, or fall unconscious.
Guardian's Sacrifice
Your steadfast resolve and unwavering desire to protect the weak allows for you to use a reaction to magically swap places with a creature that is being attacked that is within 15 feet of you. You must do this before the DM calculates for Hit. You get 1 use of this feature at 3rd level, 2 at 7th level, and 3 at 10th level. You regain these uses after a long rest.
Bulwark's Cry
At 5th level, You gain the ability to bolster your courage and gain the attention of hostile creatures within 60 feet.
All hostile creatures within range must pass a DC 16 Wisdom Saving throw or become Taunted.
- Taunted creatures must attack you, and move 5 feet towards you if able to do so.
- Allies have Advantage on attack rolls against Taunted creatures.
- Taunted creatures have advantage on melee attacks made against you.
This effect lasts until the start of your next round or until you fall unconscious.
You can use this ability 1 + half your constitution modifier rounded down (minimum of +1) times per short or long rest.
Impenetrable Faith
Beginning at 15th level, While you are conscious you are always under the effect of the spell Protection from Good and Evil
Additionally, You no longer impose advantage on attacks made against you when you use Guardian's Sacrifice.
Fortress of Thorns
At 20th level, you have mastered the way of the impenetrable bulwark. Your mastery of defense has lead you discover a way to implement offense into your defenses.
Whenever you use Fortify Defenses, Guardian's Sacrifice, Bulwark's Cry, or Channel Divinity, any attack made against you for that round must pass a DC 22 Saving Throw based on the type of attack:
- Melee Attack (Str or Dex): 1/2 Damage is reflected back to the attacker
- Ranged Attack (Dex): Attack is reflected back and strikes enemy creature of DM's choosing.
- Spell Attack (Int, Wis, or Cha): Spell has no effect