Hey there, I got this subclass made. I think it's pretty good, but any feedback would be appreciated. Thanks! [Spoiler: The subclass is in the spoiler.]
Those who take the Oath of the Defenders are holding themselves to the highest ideals, and are willing to risk everything they ever had and ever will have to protect those who need protection, especially those who can't defend themselves.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Will of the Defenders. As a bonus action, you gain the Protection reaction below for 10 minutes.
Protection reaction. You can use your reaction to impose disadvantage on attack rolls against one creature that you can see and is within 5 feet of you, not counting yourself. You must be able to see the attacker(s).
Protect the Wounded. As a bonus action, you gain temporary hit point equal to 5 times your paladin level. They last for 1 minute, or until you use them for your Lay on Hands feature. You can also transfer these temporary hit points to your Lay on Hands feature, up to a maximum to 10 times your paladin level. If so, they last until your next long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level
Spells
3rd
sanctuary, shield of faith
5th
aid, lesser restoration
9th
beacon of hope, spirit guardians
13th
aura of life, guardian of faith
17th
dispel evil and good, raise dead
Aura of Protection
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to AC equal to your proficiency bonus while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Transfer of Life
Beginning at 15th level, you gain the ability to transfer life from your enemies to yourself and then transfer it to your allies. When you hit a hostile creature with a weapon or spell attack, your Lay on Hands feature gains hit points to use equal to half the damage dealt, up to a maximum of 20 times your paladin level. This boost to your Lay on Hands lasts until your next long rest.
Shield of the Defenders
At 20th level, as an action, you can create a 60-foot aura that protects you and your allies that lasts as long as you are conscious.
All nonhostile creatures within your aura (including yourself) gain temporary hit points equal to 10 times your Charisma modifier (minimum 10 hit points).
Additionally, any hostile creature that makes an attack that either enters the aura or is made within the aura must succeed on a Constitution saving throw, taking radiant damage equal to 10 times your Charisma modifier, and is also restrained for 1 minute on a fail. Any creature thus restrained can repeat the save at the end of their turns, ending the effect on itself on a success. Fiends and undead make these saves with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
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Hey there, I got this subclass made. I think it's pretty good, but any feedback would be appreciated. Thanks! [Spoiler: The subclass is in the spoiler.]
Those who take the Oath of the Defenders are holding themselves to the highest ideals, and are willing to risk everything they ever had and ever will have to protect those who need protection, especially those who can't defend themselves.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Will of the Defenders. As a bonus action, you gain the Protection reaction below for 10 minutes.
Protection reaction. You can use your reaction to impose disadvantage on attack rolls against one creature that you can see and is within 5 feet of you, not counting yourself. You must be able to see the attacker(s).
Protect the Wounded. As a bonus action, you gain temporary hit point equal to 5 times your paladin level. They last for 1 minute, or until you use them for your Lay on Hands feature. You can also transfer these temporary hit points to your Lay on Hands feature, up to a maximum to 10 times your paladin level. If so, they last until your next long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
3rd
5th
aid, lesser restoration
9th
beacon of hope, spirit guardians
13th
aura of life, guardian of faith
17th
dispel evil and good, raise dead
Aura of Protection
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to AC equal to your proficiency bonus while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Transfer of Life
Beginning at 15th level, you gain the ability to transfer life from your enemies to yourself and then transfer it to your allies. When you hit a hostile creature with a weapon or spell attack, your Lay on Hands feature gains hit points to use equal to half the damage dealt, up to a maximum of 20 times your paladin level. This boost to your Lay on Hands lasts until your next long rest.
Shield of the Defenders
At 20th level, as an action, you can create a 60-foot aura that protects you and your allies that lasts as long as you are conscious.
All nonhostile creatures within your aura (including yourself) gain temporary hit points equal to 10 times your Charisma modifier (minimum 10 hit points).
Additionally, any hostile creature that makes an attack that either enters the aura or is made within the aura must succeed on a Constitution saving throw, taking radiant damage equal to 10 times your Charisma modifier, and is also restrained for 1 minute on a fail. Any creature thus restrained can repeat the save at the end of their turns, ending the effect on itself on a success. Fiends and undead make these saves with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking