Paladin
Base Class: Paladin

Paladins of Bastion make for wonderful frontline tanks and a beefy support option, what you lack in damage is replaced by overwhelming support for allies in the form of an actual front line and a fantastic AOE healer. Most Bastions are typical Human or Elven in nature but are not limited to any race.

Recommendations

From testing this subclass has a wonderful option of multiclassing, from testing the 3rd level life domain cleric has a lot of overlap but the synergy with Disciple of Life has felt very worthwhile over the capstone. However, It is more than capable of being a pure class through and through. I am still playing around with the spells as I do think there needs to be a bit more support feel to some of the spell options.

Tenets of Bastion

 

Sacrifice. Never covet that which you cannot bring with you to the gates of heaven. It will be wasted in the mortal coil.

Preservation. Preserve life of the innocent at all costs. You must be willing to give your life for those who cannot protect themselves.

Shelter. Give to those who have not. Do what you can to see that others thrive in all aspects of life.

Restore. Tend to the famished and broken. Give them your guidance so they may walk longer and live longer.

Respect. Be mindful of laws and creeds, for they are the thread that weave society together.

Justice. Dispatch of those who seek to do evil. May your strikes be true and swift to cull the swill of the world.

Oath Spells

  Oath of Bastion  Spells

  Paladin Level

  Spells

3rd

  Sanctuary, Protection from evil and good

5th

  Lesser Restoration, Aid

9th

  Beacon of Hope, Spirit Guardians

13th

  Death Ward, Aura of Life

17th

  Mass Cure Wounds, Greater Restoration

Channel Divinity

Protection. As an action, you can force up to five creatures you can see to focus yourself and only yourself, using your Channel Divinity. Each creature targeted must succeed a DC15 charisma saving throw. Those who fail cannot attack any other friendly target for 1 minute. Those who succeed have disadvantage on attack rolls made against your allies for the duration.You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

The DC of this charisma saving throw scales with your total Paladin Level, increasing to DC17 at 7th level, DC 19 at 14th level, DC 21 at 17th level and DC 23 at 20th level.

Sacrifice. As an action, you present your holy symbol and speak a prayer focusing on your friendly allies, using your Channel Divinity. Each friendly creature targeted can instantly roll a number of Hit Dice equal to half of your paladin level and regain that amount of hit points. The hit dice rolled do not count to the total they may roll while resting. Immediately after using this Channel Divinity you also use a “Protection” Channel Divinity at no cost. You are immobilized for the entire 1 minute duration. You gain one point of exhaustion and cannot use this Channel Divinity feature again until you have been dealt a total number of damage from hostile creatures equal to the number of hit points restored to your allies.

Your total available uses of Sacrifice Channel Divinity increases to 2 at 17th level. This increase in available charges ignores the first negative effect until you have no remaining charges. While both charges of this channel are used, the level of exhaustion increases to 3 total levels once used.

Aura of Shelter

Starting at 7th level, you exude a mighty Aura. Each friendly creature within 10ft of you and yourself gain a bonus of +1 AC and advantage on constitution saving throws. This includes advantage on maintaining concentration for spellcasting. This effect ends if you are unconscious.

At 18th level, the range of this aura increases to 30 feet.

Divine Will

Beginning at 15th level, allies within 10ft of you are always under the effects of the Sanctuary Spell. This effect cannot be dispelled. This effect ends if you are unconscious.

Indomitable Faith

At 20th level, you act on faith and focus on your holy symbol as an action. For 1 minute, bright light seeps from within you in a 60ft circle centered on you. Each ally within this area may take an additional action on the start of their turn. Each friendly target may only use this ability once for the duration. For each action used by your allies this way, you gain 1d8 temporary hit points.

Whenever a hostile creature starts its turn in the bright light, they must succeed a DC20 Charisma saving throw or be stunned. Creatures who begin their turn stunned by this effect feel an irresistible urge to shield you and your allies. Any creature who succeeds may act freely but has disadvantage on attack rolls made against any ally for the duration.

When this effect ends. You use one charge of your Sacrifice Channel Divinity at no cost of your total uses.

Once you use this feature, you gain 1 level of exhaustion. This cannot be removed by magical means. You can't use this feature again until you finish a long rest.

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