Paladin
Base Class: Paladin

The oath of the Shield is very simple and easy to understand 

Be the wall: You are a vanguard the first line of defense against the vile, wicked, and tyrannical fear not for your own safety for your job is to safeguard others.

Protect the weak: Those who are not as physically strong then you could be bullied or exploited it is your responsibility to be the guardian of the powerless 

Violence is not always the answer: while some may never be receptive to words they should be treated as another weapon in your arsenal a shield paladin should always look to a peaceful option before they go to blows 

Channel Divinity

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

Encouragement. As an action, you can bolster your allies with your own charming optimism for the next minute a number of creatures equal to your charisma modifier gain a bonus to attack roles and spell attacks equal to your charisma modifier 

Turn the Vile. As an action, you present your holy symbol and speak a prayer censuring evil humanoids and undead, using your Channel Divinity. Each undead or evil humanoid 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 The Shield Spells

Aura of Safety

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be poisoned while you are conscious and have resistance to poison damage

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

Flash Of Power

Beginning at 15th level, when a enemy attacks a ally within 10ft of you, you can channel some of your powerful need to protect into a physical force. the target must make a strength save against 8+your charisma modifier and proficiency bonus. they fail they take 3D8 force damage and a launched back 15 feet and forced prone. if they succeed they are not launched back 15 feet take half damage and are not forced prone. you can do this a number of times equal to your charisma modifier per long rest 

Purist Soul

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an ally creature starts its turn in the bright light, the creature heals equal to your level plus charisma modifier 

In addition, for the duration, when a enemy starts its turn within the bright light your allies have advantage on attack rolls against that creature 

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

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