Base Class: Paladin
Oath of the Defender Paladin vows to use their body as a shield for the weak. They value the protection of life, will, and resolve. They will always do their best to protect those they care about and to strike down those who will do the innocent harm. These paladins disregard their own safety to guarantee the protection of those they deem worthy of it. These Paladin are the ultimate defenders, they often follow deities of protection such as Helm, Bahamut, and even Tempus.
Tenants of Defense
The tenants of the Oath of the Defender hold themselves responsible for the protection of those around them.
Become the Shield. Your body is a shield for those who need protection, the body of your brethren is more important than your own.
Disregard Fear. Fear will inhibit your ability to protect the lives of those around you.
Banish the Threat. If one means to harm whatever or whomever you're protecting, you are to strike them down.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Defender Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Defender Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Shield |
| 5th | Warding Bond, spiritual weapon |
| 9th | Life Transference, Counterspell |
| 13th | Fire Shield, Guardian of faith |
| 17th | Wall of Force, Antilife Shell |
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.
Bear the Burden. You can use your Channel Divinity to use your body as a substitute for harm. As an reaction, when you see a creature within 30 feet of you take damage, you can magically force all the damage to be taken by you, as the wounds appear on your body rather than that of the original target. You have resistance to all damage taken this way.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Shielding
Starting at 7th level, you constantly emanate a shielding aura while you’re not incapacitated, all creatures within 5ft have the benefit of half-cover. The aura extends 5 feet from you in every direction, but not through total cover.
At 18th level, the range of this aura increases to 15 feet.
Fearless Defender
Starting at 15th level, you learn to put aside your fear to remain in the battle. You gain immunity to the frightened condition. Once per long rest, when a creature you see becomes frightened, you can use your reaction to end the frightened on them. Additionally, if the creature that can see or hear you hits you with a melee weapon attack, you can use your reaction to attempt to frighten your target with your fearless resolve. It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. You have an advantage on all attacks against creatures who are frightened.
Impassable Defender
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of defense, gaining the following benefits for 1 minute:
- You and all allies within 30 ft have resistance to all damage.
- All enemies have a disadvantage on attacks that are not against you
- You gain an AC bonus of +5
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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