Paladin
Base Class: Paladin

The Oath of the Shield is sworn to the ideals of law and order. The Paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. Rather than being concerned with more large and grand ideas of state and royalty, these Paladins protect others as a matter of duty and pragmatic security. Often, Paladins who swear this Oath are policemen or gatekeepers.

TENETS OF THE GUARD

The tenets of the Oath of the Guard are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Protection. You must protect those who cannot protect themselves.

Leadership. Your abilities are not yours to hoard. Your team comes first.

Truth. Trickery and distortion are not the way of honor. In battle and in life, you must face others head-on.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

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

Eye of the Watchman. - As a bonus action, you grant yourself a +5 bonus to Wisdom (Perception) and Wisdom (Insight) for the next 10 minutes.

Unbreakable Determination. - As an action, you grant resistance to a damage type of your choosing and advantage on saving throws against being charmed or frightened to a creature within 30ft for one minute.

Strength in Numbers

Starting at 7th level, your ability to rally your allies makes you stronger together. While you are conscious, all allied creatures within 10 ft. of you gain a bonus to their AC equal to the number of creatures in the radius not including you, to a maximum of your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Phalanx

Starting at 15th level, your leadership in combat fortifies your collective position on the battlefield. When an enemy creature enters the melee range of an ally within your aura, you can use your reaction to grant that ally an attack of opportunity against the creature, and the ally regains 1d4 + your Charisma modifier hit points.

Enduring Shield

At 20th level, your presence shields you from harms way while bringing your allies to endure all obstacles, and you are able to see through falsehoods and hidden threats. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to all forms of damage.
  • You and your allies within 30 feet of you have advantage on Strength, Dexterity, and Constitution saving throws.
  • You gain Truesight to a distance of 120 feet.

This effect ends early if you are unconscious or die. Once you use this feature, you can’t use it again until you finish a long rest.

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