Base Class: Paladin
Paladins are known to hold the ideals of justice, virtue and order close to their hearts. While there are those who seek to cull the evil from the world, there are often those who aid the weak and innocent as well as stand bold in their defence. One of these paragons are Paladins who swear the Oath of the Guardian.
The most valuable thing to a Guardian is their ward, be it the prince that has yet to take the throne, be it people of the town, their companions, or their loved ones. Once a Guardian swears the oath, they become the selfless bulwark that stands in front of any danger that may harm their wards.
Tenets of Guardian
Loyalty: Be responsible for your actions and their consequences. Your duty is to your ward.
Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Courage: Stand resolute where others would falter. Your are a bulwark that stands between your foes and your allies.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bulwark of Hope. As a bonus action, you can form an invisible barrier around your allies that protects them from harm. Each creature of your choice that you can see within 30 feet of you gains temporary hit points equal to 1d8 + your level in this class.
Guardian Angel. If an ally that you can see within 60 feet is the target of a melee or ranged attack (before the attack is rolled), you can use your reaction to teleport to an unoccupied space within 5 feet of your ally. You then become the target of that attack (the attack is rolled against you) and all other attacks against that ally are at disadvantage until the start of your turn or until your ally moves more than 5 feet away from you.
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 Resolve
Starting at 7th level, your divine power protects you and friendly creatures from harm.
You and friendly creatures within 10 feet of you reduce all nonmagical piercing, slashing, and bludgeoning damage by an amount equal to your Proficiency modifier. At 18th level, the range of this aura increases to 30 feet.
Aegis of Valor
Starting at 15th level, when you hit a creature with your Divine Smite, you can as a bonus action, radiate the energy consecrating the area in 15ft radius dome around yourself with protective sigils that hinder your opponents and soothe your wounds.
When you use this feature, you can designate any number of creatures you can see to be unaffected by it. Creatures that start their turn inside this area, or move into the dome for the first time on their turn, take radiant damage equal to 2d6 plus your Charisma modifier, and you heal for half the amount of damage they take. A creature that attempts to leave the dome must succeed on a Wisdom saving throw or remain trapped.
The dome lingers until the end of your next turn, or until you leave its area. Only one Aegis of Valor can be active at the time, and if new one is placed old one vanishes. You can use this feature number of times equal to your Charisma modifier (minimum of once) before you must finish a long rest.
Heroic Protector
At 20th level, as an action, you can bolster your presence on the battlefield for one minute, to become a beacon of protection for your allies.
Whenever you end your turn within 5 feet of an ally, you both gain resistance to all damage until the start of your next turn.
Whenever a creature would attack an ally (not counting yourself) within 30 feet of you, it suffers radiant damage equal to 2d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Mar 29, 2021I would appreciate comments and insights on any further balance that might be needed. This was an attempt at making a true defender subclass for paladin.