Paladin
Base Class: Paladin

Paladins of this oath seek only to protect the innocent from all evil. They hone their minds and bodies to handle all sorts of harm, taking it all in stride. Sometimes, they are even called stone knights.

Oath Spells

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

Oath of Defense Spells

 

PALADIN LEVEL SPELLS
3rd sanctuary, shield of faith
5th aid, warding bond
9th mass taunt, protection from energy
13th death ward, resilient sphere
17th multi shield, wall of force

Channel Divinity

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

Vigor - As a reaction to seeing a creature within 30 ft of you take damage, you can use your Channel Divinity to grant the creature an amount of temporary hit points equal to 4 times your paladin level. The temporary hit points are gone at the start of your next turn and take as much of the triggering damage as possible.

Wall - As an action, you can use your Channel Divinity to choose a creature within sight. The target now takes half damage from all sources for 1 minute.

Aura of Resistance

Your will can help block off some damage. Starting at 7th level, you emanate an aura that protects others. Upon finishing a long rest, choose a damage type. Each creature of your choice within 10 ft of you gains resistance to the chosen damage type until you change your choice.

At 18th level, the range of this aura increases to 15 feet and you can choose up to 3 damage types.

Acid

You grant resistance to acid damage.

Bludgeoning

You grant resistance to bludgeoning damage.

Cold

You grant resistance to cold damage.

Fire

You grant resistance to fire damage.

Force

You grant resistance to force damage.

Lightning

You grant resistance to lightning damage.

Necrotic

You grant resistance to necrotic damage.

Piercing

You grant resistance to piercing damage.

Poison

You grant resistance to poison damage.

Psychic

You grant resistance to psychic damage.

Radiant

You grant resistance to radiant damage.

Slashing

You grant resistance to slashing damage.

Thunder

You grant resistance to thunder damage.

Immovable

Your will is strong enough to prevent all forced movement. Starting at 15th level, when you would be forced to move due to a spell or similar effect such as dissonant whispers or thunderwave, you only move half the distance stated. As a reaction, you can negate all movement. Furthermore, you have advantage on ability checks and saving throws made against being grappled and knocked prone.

Unbreakable

Your will has enabled your body to become one that can take massive amounts of punishment. At 20th level, you automatically reduce all damage you take by half. As an action, you can reduce it by three-fourths, rather than half, and regain 10 hit points at the start of each of your turns for 1 minute. After the 1 minute is over, you do not benefit from this feature until you finish a short or long rest, and must finish a long rest in order to reduce all damage by three-fourths again.

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