Base Class: Paladin
Oath of the Vigilant Blade is an oath that stems from a legacy item in the campaign 'On Raging Tides.' The Lion Armor is an armor that follows the characters of ReaperWolfgar throughout her characters various lives, that follow a cycle of reincarnation throughout history.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sword Bearer's Ward. As an action, you stab your sword into the ground. For one minute, you have disadvantage on attacks. Any attacks made against others, of your choice, within 20 ft are at disadvantage.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Bolster the Line. As an action, you send out a wave of healing energy that heals all, of your choice, within 30 ft for 1d6 + your CHA modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Vigilant Blade Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
[Tooltip Not Found], haste |
|
13th |
|
|
17th |
Call of Courage
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura doubles, increasing to 20 feet.
Domain's Protection
Beginning at 15th level, you are always under the effects of a protection from energy spell. Additionally, any other creatures you choose, within 10 ft, are always under the effects of a protection from energy spell, as long as they stay within 10 ft.
The spell reads:
Protection From Energy
- Casting Time: 1 action
- Range: Touch
- Target: The willing creature you touch
- Components: V S
- Duration: Up to 1 hour
- Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
- For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
A Leader's Presence
You now have the benefits of the Inspiring Leader feat at all times. You have earned the respect of those under your protection, inspiring your companions, shoring up their resolve to fight, and growing as a pack, to work efficiently together. In doing so, you permanently emanate an aura that, whenever up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you, walk within your aura, they get the benefits of the Inspiring Leader feat. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
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