Base Class: Paladin
The Oath of Community is one sworn to the ideals of your friends and family. Paladins who swear this oath devote themselves to serving others in good spirit and protecting the weak and protecting those who cannot protect themselves. These paladins are those of folklore and legend, the unnoticed heroes who rise from the ranks of common people.
Channel Divinity
When you take this Oath at 3rd Level, you gain the following Channel Divinity options:
- Rebuke the Violent- You can use your Channel Divinity to rebuke those who use violence against your allies. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
- Defend the Weak- You can use your Channel Divinity to protect those who cannot protect themselves. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to deflect the damage from the creature onto yourself. Using this Channel Divinity does not give you any resistances that the attacked creature may have. You can use this 3 times per long rest.
Aura of Warding
Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from non-magical bludgeoning, piercing, and slashing damage.
At 18th level, the range of this aura increases to 30 feet, and it now encompasses all types of damage, magical and non-magical.
Courageous Spirit
Starting at 15th level, you are immune to the Frightened condition.
Guardian Angel
At 20th level, you can choose to emanate an aura of courage and protection. You can use the action to grant the following benefits to any allies within 30 feet:
- They gain a bonus of 3d10 temporary hit points once they enter the radius of the aura. If they leave the aura, they lose any temporary hit points they have.
- Your allies have advantage on death saving throws while within the aura.
- Hostile creatures within this radius must make a Wisdom saving throw. If they fail, they are compelled to attack you instead of your allies.
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