Paladin
Base Class: Paladin

Oath of the Endwalker strides to protect their comrades in battle. Protecting and defending the realm from all that threatens it. 

Tenets of Endwalker
Defender. Protect those who cannot protect themselves.

Courage. Never let fear control you actions.

Duty.  Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Divinity

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

Iron Will. As an action you can imbue all enemies within 10 feet of you Enmity. Hostile creatures within 10 feet of you that declare an attack other than you do so at disadvantage so long as you remain conscious. Iron Will lasts for 1 minuet or until you fall unconscious, can be used a number of times equal to your proficnacy bonus.

Clemency: As an action you can heal your allies 1d10+ the number of hit die the target has + your level in this class. IE if the target is level 3, you heal for 3d10+3

 

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

Paladin Level Spells
3rd Shield, Absorb Elements
5th Blur, Spiritual Weapon
9th Life Transference, Protection from Energy
13th Freedom of Movement, Guardian of Faith
17th Mass Cure Wounds, Greater Restoration

Aura of Divine Veil

Starting at 7th level, when you use your channel divinity and use Clemency, creatures of your choice in your aura regain the same number rolled.

Intervene

When ever a friendly creature 30 feet away from you is targeted by an attack, you can as a reaction rush to their aid and move up to your move speed adjacent to the targeted ally. 

Defender of the Realm

At level 20 you become a bacon of hope throughout the realm. As an action you imbue yourself with light, in this form you gain the following benefits for 1 minuete.

  • You have resistance to radiant and necrotic damage
  • Your aura sheds bright light granting creatures you choose advantage on saving throws and ability checks.
  • As an action you gain the ability to cast Holy Spirit on a single target within your aura using your charisma modifier dealing 8d8 points of radiant damage.

Defender of the Realm can only be used once per long rest.

Previous Versions

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