Paladin
Base Class: Paladin

Each paladin has their own tenets of the Oath of the Bastion, usually passed down from a master knight to their apprentice. While the exact wordings of each oath vary, all share similar principles.

Be the Shield. Guard your protectorate, for it matters more than your own life.

Be the Fortress. Never surrender or abandon your charge, even if it means your death.

Be the Rock. Never retreat unless doing so saves your charge, for it matters more than personal pride or honor.

Be the Wall. Help others and protect them from harm, especially those unable to protect themselves.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Bastion Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Bastion Spells

Channel Divinity

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

Vow of Defense. As a bonus action, you can utter a vow of defense for a creature you can see within 10 feet of you, using your Channel Divinity. For 1 minute, so long as that creature isn't unconscious or reduced to 0 hit points, and you stay within 10 feet of them, all attack rolls against them are made at disadvantage, and you can use your reaction to make an opportunity attack against the creature that attacks the target of the vow, after the roll is made, but before the damage has been rolled. This opportunity attack is made at advantage. If the opportunity attack lands, the attack that triggered the opportunity attack counts as not hitting its target. 

Guardian's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Constitution and Wisdom saving throws.

Aura of the Sentinel

7th-level Oath of the Bastion feature

You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

Retributive Rebuke

15th-level Oath of the Bastion feature

You’ve learned how to chastise anyone who dares wield beguilements and afflictions against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a Constitution or a Wisdom saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Steadfast Bulwark

20th-level Oath of the Bastion feature

You manifest a spark of divine power in defense of those who are close to you. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • Enemies within 120 feet of you gain disadvantage on attacks against anyone except you.
  • You cannot be knocked prone.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed and placed under a geas, specifically to leave the field of battle as fast as it can, and not take actions that will threaten anyone who was present at the time of this geas being placed. After 30 days, the geas is lifted, though it can also be removed by remove curse, greater restoration, or wish.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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