Paladin
Base Class: Paladin

To Protect is to fight. To Fight is to protect. 

Oath Spells

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

Oath of The Shield Bearer Spells

Defense Arsenal

At 3rd level in this class, you gain an astute knowledge of the shield. As such you've learned multiple tactics when fighting with a shield. 

You gain two abilities at 3rd level and one more at 10th level.

Greatshield Bash

Wield your shield as you would your blade. You gain the ability to attack and smite with your shield.
Greatshield Bash counts as a heavy, two-handed, martial weapon that scales with your Strength Score, dealing 1d10 + Strength Mod + 2. Bludgeoning Damage. Your attacks benefit from the magical aspects of +1, +2, and +3 shields, adding to your attack and damage rolls with the shield.

Hate Reaction

As a Bonus Action, exude a hateful presence to hostile creature within 20ft., granting them disadvantage on attack rolls made on anyone but you until the end of your next turn. This ability recharges upon the completion of a short or long rest.

Rally Cry

As an action, shout out an alarming cry providing a distraction for your allies. All allies you can see within 50ft. can move to you up to their movement speed without provoking attacks of opportunity from hostile creatures.

Shield Bash

Wield your shield as you would your blade. You gain the ability to attack and smite with your shield and can attack an additional time as a bonus action.
Shield Bash counts as a light martial weapon that scales with your Strength Score, dealing 1d6 + Strength Mod. Bludgeoning Damage. Your attacks benefit from the magical aspects of +1, +2, and +3 shields, adding to your attack and damage rolls with the shield.

Shield Throw

Wield your shield as you would your blade. You gain the ability to attack and smite with your shield at range.
Shield Throw counts as a heavy ranged weapon that scales with your Dexterity Score, dealing 1d12 + Proficiency Bonus + Dexterity Mod. Bludgeoning Damage.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Wrathful Detonation. You can use your Channel Divinity to avenge a fallen ally. As a reaction when an ally creature is dropped to 0 HP or is killed, you let out an explosion of rage, damaging all hostile creatures within 30ft that fail a Dexterity Saving Throw. On a failed save, a creature takes 4d8 [damage]fire[/damage] and 2d10 [damage]radiant[/damage] and is pushed 10ft away from you. On a successful save the creature(s) take half damage and is not knocked away.

Aegis Empowerment. You can use your Channel Divinity to empower your allies. Choose a creature you can see granting them a holy mantle of power, providing a temp. hp shield of 3d10 + your Charisma Bonus. While a creature has this temp hp, it gains the following bonuses:

  • Damage bonus to weapon and spell attacks equal to your Charisma Bonus.
  • +10ft of movement.
  • Advantage on Constitution Saving Throws.

Aura of Barricades

Starting at 7th level, you constantly emanate a defensive aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

You gain a regenerating barrier of temporary hit points per round. At the end of your turn in combat, you gain 1d6 temp hp that can be used, as a reaction, to reduce the damage allies within the aura take using your temp hp.

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

Divine Protection

Starting at 15th level, those you strike with divine energies, fuel your defenses. Whenever you are to smite a creature, you or an ally you choose within 30 ft. gains temp hp equal to the damage dealt by your smites. This includes the damage from the smite spells.

Aegis Defender

At 20th level, you gain the mastery of the shield, granting protection beyond normal circumstance. Whenever you are to grant yourself or give an ally temp hp, double it. 

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