Paladin
Base Class: Paladin

This is a Sacred Oath that can be taken by paladins.

The Oath of the Shield binds a paladin to the defense of those who cannot defend themselves. Sometimes called knight protectors, pious templars, or divine crusaders. These paladins know that there will always be a place for them at the front lines of the battle with evil. Whether it is a small village, a singular maiden or an entire city that is threatened with destruction, they hold themselves to the expectation of protecting all who do not have the means to protect themselves. Many who swear this oath are devoted to gods of life and war, and use their gods’ tenets as their guide through the trials they face. They do not stay in any one place too long, as those in their charge are protected and the danger passes, another’s are in need of defense.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Resolve

Starting at 7th level, your divine power protects you and friendly creatures from harm. You and friendly creatures within 10 feet of you reduce all nonmagical piercing, slashing, and bludgeoning damage by an amount equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet.

Soul of the Defender

Starting at 15th level you can choose to empower yourself with healing energies. On your next turn immediately after being reduced to 0 hit points but not killed outright, you can instead choose to be reduced to 1 hit point. At the start of each of your turns you regain a number of hit points equal to half of your paladin level + your Charisma modifier for one minute or until you are reduced to 0 hit points or killed. Once you use this ability, you can’t use it again until you finish a long rest.

Iron Resolve

At 20th level, as an action, you can cause yourself to become an impenetrable bulwark of divine energy. For one minute, you gain the following benefits:

  • Your skin hardens and changes into a platinum sheen giving you a +4 bonus to AC, your​ eyes turn gold, and you have immunity to necrotic damage, along with resistance to all nonmagical damage.
  • You emanate an aura of compulsion in a 10-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or direct all of its attacks against you. If a creature has an area of effect attack it must include you as a target.

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

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