Paladin
Base Class: Paladin

The Oath of Protection binds a Paladin to a life of service to a lord, although some Paladins prefer to serve those who they travel and adventure with. Sometimes called guards, protectors of justice, or safekeepers, these paladins meet the ideal of the knight in shining armor, and often put their lifes at stake to protect those in need. They dedicate their lifes to protecting those who need it, and are sometimes employed by influential figures as guards.

TENETS OF PROTECTION

The exact words of the Oath of Protection have been lost, but paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Alert. Never stop your watch, as assassins will try to use your lowered guard to kill those under your protection.

Justice.Seek justice as a way to take down public threats, as resorting to brute force will only escalate into belicism and war.

Shield.Your shield is your life. Use it to protect those you love and care for, don't think of it as just a piece of armor to defend yourself.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Divinity

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

Shield of Power. As an action, you can imbue the shield that you are holding with positive energy, using your Channel Divinity. For 1 minute, you can do attacks with your shield, and you add your Charisma modifier to attack rolls made with it (with a minimum bonus of +1). The shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the shield is not already magical, it becomes magical for the duration. The attack with the shield is a melee weapon attack, it uses Strenght for hit, and proficiency with a shield allows you add you proficiency bonus to the attack roll. The damage roll is 2d6 Bludgeoning Damage plus your Strenght modifier. Any extra AC modifiers the shield may have, such as a +3 Shield are also added to the attack and damage rolls. The shield itself can be boosted by Divine Smite or other features that improve weapon damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the shield, or if you fall unconscious, this effect ends.

Holy Guard. As an action, you raise your shield facing an enemy, using your Channel Divinity. When the enemy uses an attack action, you can do an opportunity attack against the creature before it attacks as long as it is within range. Any opportunity attacks you make during this time are made with advantage, wether they come from an enemy's attack or movement.

You can end this effect on your turn as part of any other action. If you lower your shield, stop holding or carrying it, or if you fall unconscious, this effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells

Steel Wall

If you have the Protection Fighting Style, you can attack the attacking creature if it is within range, but only if the attack roll missed. If any of the rolled dices of the enemy attack was a 1, you have advantage in the attack roll for this attack.

Protection Duty

Beginning at 15th level, you choose up to two creatures, not including yourself. Those creatures are always under the effects of a protection from evil and good spell.

If one of the creatures dies, you can select another creature to replace the one which died, but if that creature is brought back to life they will no longer be under these effects.

Shielding Wall

At 20th level, as an action, you can use a level 5 spell slot to empower your shield. For 1 minute, the shield acts as if it were a Wall of Force, and by making it stand in a 90 degree angle of the floor it becomes immune to the effects of Desintegrate. Doing so reduces your speed to 5 ft walking and negates any other form of movement. You can use another action during the duration of the effect to make it a 10-foot-by-10-foot panel that has the shield as its central point. Every turn you can use an action to send a force pulse through the shield, causing 4d8 Force Damage to all creatures in a 10-foot cone area of effect. One creature of your choice can be unaffected by this action.

When you summon the Wall of Force, if a hostile creature was within 10 ft of the side of the shield that is not facing you, they take 4d10 Bludgeoning Damage, and must do a DC18 Constitution saving throw. Any creature who fails the save is stunned for 2 rounds. The stunned creatures can repeat the saving throw at the end of each of their turns to end the effect.

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

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