Paladin
Base Class: Paladin

Sworn to defend, the Oath of the Fallen Protector paladin has failed in their mission and has had their power stripped away and needs to regain their power through whatever means possible.

Channel Divinity

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

Necrotic shield. As an action, you can use your channel divinity to generate a shield around 2 other characters. This shield consists of a dark, necrotic shroud and grants the person 2d8+your paladin level as temporary hit points.

The Fallen rise. As a reaction, you can use your channel divinity to stand once more in battle. When you drop to 0 hit points, you can instead choose to drop to 1 hit point.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Bound Equipment

Upon taking this oath, you can choose one set of equipment to swear your oath to. You form a magical bond between yourself and one set of equipment. You spend 1 hour repeating your sworn oath, which can be done during a short rest. The items must be held in your hands while repeating your oath until the conclusion.

Once you have bonded a set of equipment to yourself, you can’t be disarmed of that equipment unless you are incapacitated. If it is on the same plane of existence, you can summon that set as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to one bonded set of equipment. If you attempt to bond with a second set of equipment, you must break the bond with the other one.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Previous Versions

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