Paladin
Base Class: Paladin

It is the Job of the strong to protect the weak, even if protecting them costs you your life. Those who swear an Oath to a path of Martyrdom use their abilities to shield their allies from harm, often at the cost of their own health. 

Oath Spells

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

 Paladin Level Spell 
 3rd Bane , Command 
 5th Aid , Pass without Trace
 9th Counterspell , Beacon of Hope
13th  Dimension Door , Guardian of Faith 
17th   Mass Cure Wounds , Wall of Force 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Martyr's Shield: As an Action, present your holy symbol to the sky. Any ally within 30 feet of you that takes damage will instead take none. However, the damage is inflicted upon you instead. This effect lasts until the start of your next turn, or when you reach 0 hitpoints.

Guardian's Intervention: When an ally within 30 feet of you would suffer a critical hit, you can use your reaction to teleport next to them and take the hit instead. When you use this reaction to take the attack, the critical hit is reduced to a normal hit.

Aura of the Guardian

Starting at 7th level, you constantly radiate an aura of protection. While you are conscious, all allies within 10 feet of you become resistant to nonmagical bludgeoning, slashing, and piercing damage. this aura extends for 10 feet in all directions, centered on you, but does not pass through total cover.

At 18th level, the aura's radius extends to 30 feet.

Protector's Offering

When you reach 15th level, you gain the ability to save your allies from falling unconscious, and punish those who dare to threaten the ones you protect. 

Once per long rest, when an Ally you can see would be reduced to 0 hitpoints from an attack by an enemy, you can invoke a Self-Sacrificial transference of Vitality. When you use this reaction, you inflict damage upon yourself for 2d10 + {{modifier:cha@min:1#unsigned}} Radiant Damage. The attacking enemy is damaged for this amount, while your ally is healed for this amount.  

Stalwart Defender

When you reach 20th level, Once Per long rest, as an action, you can create an aura that extends outward in a 50 foot radius around you. Any allies within this radius gain the following Effects:

  • Allies within the aura gain 6d10 temporary hit points for 1 minute or until they leave the aura. 
  • Allies within the aura are resistant to all types of damage for 1 minute or until they leave the aura. 
  • Allies within the aura gain an additional 1d12 to all attack rolls and saving throws for 1 minute or until they leave the aura.