Base Class: Paladin
By taking this oath you have sworn to protect and defend, it could be someone, everyone, a place or an ideal. When choosing this oath you sacrifice most magic powers to focus on defensive capabilities as well as protective ones. Upon making this oath you lose all your spellcasting abilities.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Devoted Combatant. When you have less than half of your maximum HP add half of your Charisma modifier rounded up to your AC, attack and damage rolls.
Merging Weapon. Once per short rest you can spend 1 bonus action to merge two weapons in your hand together, your next attack has advantage and deals the combined damage of the two weapons + double your Charisma modifier.
Oath Abilities
You gain oath abilities at the paladin level listed
3rd) Sprinting Bodyguard
When a hostile creature makes a melee attack against an allied creature you can use your reaction to move up your speed towards them.
5th) Stand for the little ones
When a friendly creatures is subject to an intimidation, persuasion or charm effect you can use your help action to give advantage and add your Charisma bonus to the saving throw.
9th) Protector
While wielding a shield attacks made against friendly creatures within the reach of your shield are made at disadvantage unless you are incapacitated.
13th) Inspiring Words
Your words of encouragement can help your friends accomplish things they never thought they could, when they are making a skill check you can give them a bonus up to double your Charisma modifier, you may do this once every short or long rest. While in combat you can do this without requiring your action or reaction and the bonus can be added to attack rolls as well as saving throws but the creature must be able to hear you.
17th) Health Vessel
Your maximum hit points increases by 1 for every level of unused spell slots (1 for each level 1 slot, 2 for level 2 slots..). If you lose or use a spell slot you lose the extra hit points granted by it. This amounts to an extra 36 hp at 17th level when you have all of your spell slots.
Aura of Attraction
Starting at 7th level, hostile creatures cannot attack creatures friendly to you within 10 feet and must, if able, use their attacks against you.
At 18th level, the range of this aura increases to 30 feet.
Deliver the Message
Your Charisma score increases by 2 and your maximum score can be up to 24 instead of 20.
You Shall Not Pass
At 20th level, you have the confidence to single handedly tell a monster what to do, or what not to do. Once every week you can spend a reaction to make a command of a single sentence to a monster with CR equal or lower than your Charisma score. The monster will obey your command as long as it doesn't imply to hurt or kill itself, the effect will end once the command has been executed or after 3 turns of combat.
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