Paladin
Base Class: Paladin

The Oath of Refuge paladin devotes themselves to defending their allies in battle, come fiends, fey or flood. Unlike their peers, the Oath of Refuge paladins work to shield their allies from harm and support them from the frontlines. 

Channel Divinity

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

Defensive Smite. As an action or bonus action, you may touch a creature and cover them in an aura of radiant energy. When you use this feature, you grant the targeted creature temporary hit points using either your Lay on Hands pool or you may use Divine Smite, granting them temporary hit points equal to the damage roll. 

 

Strategic Replacement. As a bonus action, you can trade places with a target you can see within 30 feet. if you target an unwilling target, they must succeed a Charisma saving throw, trading places with you on a failed save, and countering the effect on a successful save.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Defense Spells
Paladin Level Spells

3rd

bless, Shield

5th

Aid, Blur

9th

Aura of Vitality, Wind Wall

13th

Death Ward, Fire Shield

17th

Greater Restoration, Mass Cure Wounds

Barrier Shield

Starting at 7th level, can use your shield to create a large barrier to protect your allies. As an action, you may create a thin wall of radiant energy centered on your shield. This barrier is 30-feet long, being 15-feet on either side of your shield, goes 5 feet above the top of your shield, and extends to the floor from the bottom of your shield. if there is no ground for the barrier to extend to, the barrier will match the length from the bottom of your shield to your feet. 

Your barrier has a number of hit points equal to your Paladin Level x10. Once your barrier's hit points reach 0, it is destroyed and cannot be activated until you finish a Short or Long Rest. Additionally, you may use your Lay on Hands ability to restore your barrier's hit points or use a Spell slot to restore a number of hit points equal to the spell slot's level x10. 

This barrier automatically counters magic missiles as if under the effects of a shield spell and is immune to Radiant Damage. While your barrier is active, any creature or object is behind full cover until the attacker moves around the barrier. Any creature that directly touches the front of the barrier takes 1d8 radiant damage. However, any creature behind the barrier can attack and even move through the barrier with no consequences. Additionally, any creature or object of your choice may pass through the front of the barrier. Any spell that attempts to transport a target from in front of the barrier to behind the barrier automatically fails. 

While you have the barrier active, you may not take the attack, hide or dodge actions, however, any other action can be taken. 

Your Barrier remains until its hit points are reduced to 0, you are incapacitated, or you dispel it as a bonus action.

The damage that the Barrier deals increases by 1d8 when you reach 15th level(2d8) and 20th level(3d8). 

Seige Shield

Starting at 15th level, as a bonus action that you must take while your Barrier Shield is active, you may move your barrier forward. When you use this feature, your shield is removed and can move up to half your movement speed in a straight line, taking its movement after you take your turn and its movement does not take from your personal movement. 

If your Barrier Shield's hit points are reduced to 0 or you dispel it as a bonus action, your shield automatically returns to you; however, if you are incapacitated, the Barrier drops and the shield falls to the floor. 

Additionally, while using the Seige Shield, you may use your actions as normal, as you are not encumbered by the radiant shield. 

Shield of Banishment

At 20th level, you can activate the Shield of Banishment. This shield has the same features as your Barrier Shield or Seige Shield, however, it has the following effects:

  • The Shields movement speed is equal to your own.
  • The Shield heals all creatures friendly to you in a 30-foot radius for 2d10 hit points.  
  • In addition to dealing damage, a target that touches the barrier and has less than 80 hit points must make a Charisma saving throw or be banished to a  plane that you choose when you activate this feature. If you do not choose a plane to banish targets to, they are banished to the Astral Sea. 
  • The radiant damage the shield deals ignores resistances and immunities. 

The Shield of Banishment lasts for a minute or until it is dispelled by the means stated for the other Shields.

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

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