Paladin
Base Class: Paladin

Those who take the Oath of Bonds are the most selfless of people, they will do whatever i t takes to proect that which hold most dear. The bonds of these Paladins are vast and vary but the devotion and pride they all show in protecting them is the same. They will stop at nothing to put all in front of and preserve their family, friends, town, country or all the innocent who can't protect themselves.

Some of these Paladins are known as Guardians or Walls as they have been seen to stand stall strong taking blows to shelter those to weak to be attacked themselves. To those who aim to harm their bonds these paladins appear more like Steal Walls immovable and stedfast.

Tenets of Bonds

Shield. A sword may take a life but the truly powerful are able to use a shield to save the life of those in their care.

Responsibility.  Those with tools and power should use them to protect the weak and innocent who cannot.

Shelter  To protect someone does not mean does not just mean preventing others from attacking them you must shelter them from the elements and hunger.

Oath Spells

3rd-level Oath of Bondss feature

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

Oath of the Watchers Spells
Paladin Level Spells
3rd Shield of Faith, Shield
5th Aid, Warding Bond
9th counterspell, Spirit Guardians
13th Death Ward, Faithful Hound
17th Wall of Force, Mass Cure Wounds

Channel Divinity

3rd-level Oath of Bonds feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Protectors Shield. You must be holding a shield to use this feature. You can use your Channel Divinity to protect your bonds with the spirit of your faith. As a action, you slam down your shield, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you can add your shields AC bonus to those creatures AC.

Dared to Attack. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and all creatures that within 30 feet of you must make a Wisdom saving through 13+ your CHA modifier. If a creature fails the saving your allies have resistence against all attacks from the creature and the creature moves at half speed towards your allies. On a successful saving throw the creature moves at half speed towards your allies.

Aura of the Guardian

7th-level Oath of Bonds feature

You emit an aura of protection that makes those around you feel safe, while you aren’t incapacitated. When you or any friendly creature within 30 feet of you are attacked, you and any creature within 10 feet of you gain temporary hit points equal to your Paladin Level plus your Charisma modifier. If the creature remains in your aura they can replenish the hit points by your proficiency bonus per round.

This ability would not apply to surprised characters.

At 18th level, the range of this aura increases to 30 feet.

Deter the Aggressor

15th-level Oath of Bonds feature

You have learned that the greatest deterrent to wrong doers is pain. When you use a smite to attack a creature you can apply your smite damage to any other creature that damaged one of your companions last round within 30 feet of you (upto a number equal to your charisma modifier).

Guardian Angel

20th-level Oath of Bonds feature

You have become a true Angel sent from the heavens to protect the good and innocent.

As a bonus action choose a number of creatures up to your profiecency bonus within 30 feet of you to become your bonds and gain the following benefits for 1 minute.

  • Youir bonds add their Profieceny bonus to their AC.
  • You can use a bonus action to teleport to any of your bonds within your Aura of Protection.
  • Creatures have disadvantage against your bonds

You can use this feature once per long rest.

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