Paladin
Base Class: Paladin

When you take this oath at 3rd level you swear the following: 

  • I will protect the weak; those who cannot save themselves are no less worthy
  • I will defend the strong; supporting those who do great work is a worthy cause
  • I will act in others best interests; some require protecting from themselves
Oath of the Shield Spells
Paladin Level Spells
3rd Absorb Elements, Sanctuary
5th Immovable Object, See Invisibility
9th Intellect Fortress, Leomund's Tiny Hut
13th Guardian of Faith, Guardian of Nature
17th Hallow, Wall of Force

Shield bearer

From 3rd level,  shields are considered light, martial, weapons for you. 

When you make an attack with a shield, the base damage you deal is 2d4 bludgeoning damage.

Channel Divinity

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

Containment

You can use your channel divinity to defend your allies from a target. Select a target (size large or smaller) you can see, within 60 feet of you, a softly glowing circle with a 10 foot radius is inscribed around them. In order to leave this circle, they must first succeed on a Charisma saving throw. While within the circle: 

  • The target may not target any creature outside the circle with a ranged melee or spell attack
  • Has their speed halved. 
  • Cannot become invisible.
  • All creatures have advantage on insight checks against the target

The circle lasts for 10 minutes, or until the target leaves the circle. 

All together

You use your channel divinity to rally your allies. As an action you, and all willing allies within 10 feet of you move up to your movement speed in a direction of your your choice (so long as they are able to follow. For example, if your movement involves flight, allies who cannot fly cannot follow and so will not move). Any opportunity attacks you or your allies would take are targeted  towards you. If you finish this movement adjacent to a creature you may attack them once. If at least one ally moved with you during movement, this attack is made at advantage. 

 

Aura of the Shield

Starting at 7th level, allies adjacent to you have +2 to their AC, and +2 to save against spell effects. At 18th level this extends to 30 feet. 

Forceful Defense

From level 15 and while a shield is equipped, when a creature attacks you with a melee attack and misses, they must succeed on a Strength saving throw or be knocked prone. 

You can use this feature once per turn. 

Beacon of Defense

Starting at level 20, and once per long rest,  you may use a bonus action to utter a benediction, granting you +5 to your AC for 10 minutes. While under this benediction,  your armor glows brightly, emitting a bright light in a 10 foot radius around you, and dim light for a further 10 feet beyond that. 

 

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