Base Class: Paladin
his is a Sacred Oath that can be taken by paladins.
The Oath of the Devoted Guardian binds a paladin to the defence of those who cannot defend themselves.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Light of Dawn. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 4 x your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
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 Resistance
Starting at 7th level, you can choose one damage type aside from slashing, piercing, or bludgeoning when you finish a short or long rest. You and allied creatures within 10 feet of you have resistance to that damage type.
At 18th level, the range increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Guardian Angel
At 20th level, as an action, you can cause yourself to become an impenetrable bulwark of divine energy. For one minute, you gain the following benefits:
- You sprout 6 Radiantly white wings from your back, gaining you a flying speed of 60 feet. (If you are wearing armor or clothing covering your back, the wings magically go through them.)
- Your body ignites with the glowing light of hope, anytime a creature damages you and there within 5 feet of you, they take Radiant damage equal to your charisma modifier. This light also shines bright light for 30ft and dim light for an additional 30ft.
- Your skin hardens and glows, changing into a platinum sheen, your eyes turn gold, and you have immunity to necrotic damage, along with resistance to all other damage.
- You emanate an aura of Healing in a 20-foot radius. All creatures you consider your ally heal an amount equal to 2d8 + Your Charisma modifer when you initially transform. And you will continue to heal them within the radius for 1d4 + Your charisma modifier at the end of each turn.You and your allies just will be healed just if you dint attack or casted a spell on the turn.
Once you use this feature, you can't use it again until you finish a long rest.
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