Paladin
Base Class: Paladin

The Oath of the Warden binds paladins to preserving life above all else. These holy warriors pride themselves on their ability to withstand any and all punishment for the sake of there comrades or those unable to fend for themselves. They will lay down there lives if it means saving others.

Subclass Restriction: Paladin's of this subclass must be devoted followers of Ilmater, putting the needs of others before there own. 

Channel Divinity

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

Compelling Shield

As an action you can use your Channel Divinity skill to emit a wave of light from your shield. Each creature of your choice in a 60 foot cone must make a Wisdom saving throw against your spell save DC. On a failed save the creature becomes compelled to attack you for 1 minute. On a successful save the creature is unaffected. The compelled creature must use its turn to get closer to you and has disadvantage on attacks made against creatures other than yourself. If the creature takes damage from a source other than yourself the effect ends.

Shielding Smite

As an action you can imbue your shield with radiant energy for 1 minute, using your Channel Divinity. Whenever a creature misses you with a melee attack you can use your reaction to cause your shield to burst with energy releasing it in a 15 foot cone. All creatures in the cone must make a Dexterity saving throw. On a failed save the creature takes radiant damage equal to 1/2 your Paladin level rounded down and is blinded until the end of there next turn. On a successful save the creature takes half damage and suffers no penalty.

Knight's Vow

Starting at 7th level, you can touch a willing creature to invoke a knight's vow. If you or the creature move farther than 60 feet apart the vow breaks. The vow lasts 1 hour or until you break the vow, requiring no action. Whenever a creature affected by your knight's vow is hit by an attack you can use your reaction to cause a spectral shield to appear in front of them to take the attack. The attack roll goes against your armor class. If the creature misses, the shield releases a wave of light pushing the target back 10 feet and ending their movement for the turn. If the creature hits, the spectral shield cracks and you take the damage dealt. You cannot reduce this damage in any way. The shield can take 3 hits before breaking, ending the vow. Using Knight's vow causes one level of exhaustion when the effect ends. You can use this feature a number of times equal to 1/4 your Paladin level rounded down and recover expended uses during a long rest. At 18th level you can invoke a knight's vow on a willing creature within 60 feet and the vow will not break unless you so choose.

Ilmater's Guard

Starting at 15th level, your endless endurance and self sacrifice has been seen. While in combat two banded hands surround you and aid you and your allies in combat. Whenever you take the Attack action on your turn, you can use a bonus action to try and shove a creature with 10 feet of you with your shield. The target must make a Strength saving throw against your sell save DC. On a failed save the target is either pushed back 10 feet or knock prone, your choice. On a successful save the target in unaffected. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you and any friendly creature/s with 5 feet of you make against a spell or other harmful effect. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage, if you succeed on the saving, interposing the hands between yourself and the source of the effect. 

Selflessness

At 20th level, you cast aside everything for the safety of others. You then sheathe your weapons, kneel and pray. Using your action, you can choose up to 7 willing creatures you can see to protect for 1 minute. While praying you have resistance to all damage and are immune to all combat conditions and cannot fall unconscious. While protected the creatures are under the effects of your Knight's Vow and Ilmater's Guard. You forgo all actions on your turn and instead receive a special reaction that you can take every time a creature/s you are protecting is hit by an attack or spell. The damage of the attack or spell along with any effects are transferred to you. Once you use this feature, you can't use it again until you finish a long rest. 

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