Paladin
Base Class: Paladin

Tenets of the Pack:

Strength in numbers: No individual is more important than the wellbeing of the pack.

Survival of the fittest: Packs are only as strong as their weakest member. Never be that member.

Duty: Stand up, care for, assist, and defend your pack against all who would oppose it.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Pack Protection: In response to an ally being hit with an attack within 30ft of you you can use your reaction to grant that ally resistance to that instance of damage as well as temporary HP equal to your paladin level. These temporary hit points last until the start of your next turn.

Pack Guidance: As an action you touch an ally and give them advantage on all dexterity, wisdom, and charisma skill checks made in the next 1 minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Pack Leader

At 7 level while you are not incapacitated allies’ attacks against creatures within 10ft of you are considered magical for the purposes of overcoming resistance and immunity to non-magical bludgeoning, piercing, and slashing and if they deal: acid, cold, fire, lightning, poison, or thunder damage to a creature within 10ft of you they can use a bonus action to change that damage type to one of the others.

Additionally, whenever you use your smites, you can choose one of the following effects:

  • You can replace the radiant damage type of your smites with one of the follow damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
  • You learn if the target of your smite is vulnerable, resistant, or immune any of the following damage types: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Radiant, Slashing, or Thunder and if it has any condition immunities in addition to dealing the smites normal damage.

This also applies to your improved divine smites at level 11.

At 18 level this aura increases to 30ft.

Pack Protector

The presence of your allies bolsters you to continue fighting when others would have broken long ago. Beginning at 15th level you regain hit points equal to 1d6+ the number of allies within 30 ft of you if you end your turn in combat with fewer than half of your hit points remaining, and you aren’t incapacitated. If an ally within 30ft of you is incapacitated, you instead regain hit points equal to 1d6+ twice the number of allies within 30ft of you.

Pack Alpha

At 20 level you can assume the form of a true pack warrior.

Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You can cast Summon Beast as a 5 level spell requiring no components, spell slots, or concentration as a bonus action on your turn. You can command your beast as a part of this bonus action. You can only have one beast at a time, if you have two beasts created by this feature at any time the first will immediately disappear.
  • You have resistance to Bludgeoning, Piercing, and Slashing from non-magical attacks.
  • You have advantage on attack rolls against a creature if you have at least one ally within 5ft of the creature and the ally isn’t incapacitated.

Once you use this feature you can’t use it again until you finish a long rest.

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