Base Class: Paladin
The Oath of the Protector sets Paladins on a mission to protect the innocent. Their primary goal is to protect the world in the name of their deity - from anything that threatens the peaceful existence of everyday citizens. They frequently have a dark past to redeem.
Paladins who take the Oath of the Protector do not set out to kill, but to protect. They are unafraid of self-sacrifice and will hold the line as long as it takes to ensure the safety and success of their companions.
Tenets of The Oath of the Protector
Defend the Innocent. Protect those who cannot protect themselves.
Loyalty. Stay true to your order, your comrades, and your duty.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Stand Vigilant. Always be ready to enter the fray when called to help.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | sanctuary, sleep |
| 5th | misty step, hold person |
| 9th | counterspell, conjure barrage |
| 13th | death ward, stoneskin |
| 17th | dispel evil and good, commune |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Aura of the Sentinel
At 7th level, 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.
Protective Spirit
Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
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