Base Class: Paladin
Paladins under the Oath of the Defender gain...
Spirit Weapons
True Strikes
Lifesteal
Recovery
Vigilant Initiative
Peak Performance
Final Stance
Spirit Weapons
From level 3, Paladins under the Oath of the Defender gain access to spirit weapons.
Defenders can make spirit weapons appear and disappear whenever. They are able to wield all spirit weapons, regardless of the weapon type, with the exception of firearms.
Defenders are capable fo keeping two spirit weapons active at a time, until they reach level 7 where they can keep three active.
All spirit weapons attack have +4 to hit and + constitution modifier on damage.
Paladins under the Oath of the Defender are capable of freezing the weapons in time and space. For example, they can hold up a spirit shield and freeze it, and it will stay in place when the Defenders lets go. If an enemy is pinned to the ground with a spirit hammer, the Defender may freeze the hammer to keep the enemy pinned down.
True Strikes
The Oath of the Defender has allowed the Paladin to imbue their soul into their every movement. The Defender's strikes fly true and are capable of tearing through countless enemies.
Starting from level 3, Defenders have no limit to the number of enemies they can damage, as long as all enemies are hit in a single attack/motion. For example, the Defender may strike three enemies with their greatsword in a single slashing motion if all three are in range. A Defender could shoot an arrow through two enemies if the two are lined up perfectly with the Defender.
True Strikes applies to both equipment and spirit weapons.
Lifesteal
Beginning from level 7, all damage dealt by the Paladin heals them. The percentage of damage dealt by the Paladin that heals them, rounded up to the nearest integer, increases depending on the player's level as follows:
Level 7: 20%
Level 8: 24%
Level 9: 26%
Level 10: 28%
Level 11: 30%
Level 12: 32%
Level 13: 34%
Level 14: 36%
Level 15: 38%
Level 16: 40%
Level 17: 42%
Level 18: 44%
Level 19: 46%
Level 20: 50%
In addition, the Defender's constitution modifier is added to all incoming heals.
Recovery
Twice per battle, a Paladin under the Oath of the Defender may cast recovery. This spell can be used at any moment, and ends at the end of the current turn.
If the Defender were to take a lethal hit while Recovery is active, the incoming damage heals the player for an equal amount rather than damage them.
Vigilant Initiative
Starting from level 15, Paladins under the Oath of the Defender have two turns per combat round. They roll initiative for each when entering combat. However, Defenders loose their bonus action on both turns. If the player wishes to use a bonus action during a turn, they must skip their other turn of that combat round.
Final Stance
If a Paladin under the Oath of the Defender is at lower than half health in combat, they may enter Final Stance, a mechanic the subclass gains at level 20. While in Final Stance, all of the Defender's damage, health, and healing doubles, and they gain +2 to their armor class. Final Stance ends when no enemies are defeated by the end of the combat round.
Peak Performance
At level 15, if a Paladin under the Oath of the Defender is at full health, they have an extra +3 to-hit on all attacks and have resistance to magical attacks.
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