Paladin
Base Class: Paladin

 

Oath of the Rune Shield Paladin

Sworn to protect the ancient knowledge etched into the sacred runes, the Oath of the Rune Shield Paladin is a stalwart defender who wields not just one, but two shields in the name of safeguarding their allies and the secrets of the past. These paladins are chosen by the divine to uphold the sanctity of lore and to shield those who seek its wisdom from harm.

Tenets of the Rune Shield

As a paladin who follows the Oath of the Rune Shield, you adhere to the following tenets:

  1. Guardianship: Protect the knowledge of the runes at all costs, for they hold the keys to the past, present, and future.

  2. Vigilance: Remain ever watchful against those who would seek to misuse or destroy the ancient wisdom you have sworn to defend.

  3. Sacrifice: Be prepared to lay down your life, if necessary, to ensure the safety of the runes and those who seek their guidance.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

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

Divine Fervor. For 60 seconds your divine strikes hit with the strength of the mountains. In addition to it's other effects on a successful strike with divine strike the target must make a Dexterity Saving Throw with DC equal to 10 + Strength Modifier + Your Proficiency Bonus. On a failed save, the target is knocked prone. On a successful save, there is no effect.

Shield Rush. You harness divine energy to ram an enemy up to 30 ft away from you. The target must make a Dexterity Saving Throw with DC equal to 10 + Strength Modifier + Your Proficiency Bonus. On a failed save, the target takes 2d8 + Str bludgeoning damage, and is knocked prone. On a successful save, the target takes half as much damage, and is not knocked prone. 

Aura of Dominance

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Whenever you or a creature within your aura would take damage you can use your reaction to redirect that damage to your shield. Your shield then looses that many hit points (If more damage is dealt than your shield has hit points additional damages rolls over to the initial target.)

(All shields have an amount of hit points assigned by your DM. You can patch up a shield to regenerate it’s hit points during a long rest, but each time you do it looses maximum hit points until repaired by a blacksmith.)

Guardian Presence

Your colossal presence dominates a battle field. Any creature you hit melee attack becomes dazed. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.

Additionally, whenever you land a critical strike with a shield the target must make a Dexterity Saving Throw with DC equal to 10 + Strength Modifier + Your Proficiency Bonus. On a failed save, the target is knocked prone. On a successful save, there is no effect.

Unyielding Protector

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of the Rune-Shielded gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • At the beginning of your turn each enemy creature must make a Dexterity Saving Throw with DC equal to 10 + Strength Modifier + Your Proficiency Bonus. On a failed save, the target is knocked prone. On a successful save, there is no effect.
  • Whenever you land a melee attack with a shield on a creature that is knocked prone the damage is treated as critical.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath Of The Rune Sheild Image

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