Paladin
Base Class: Paladin

You have made an Oath to protect the people who need it, which has made you a harbour of safety and a shielding bastion in battle. Your devotion to the idea of safety reflect themselves in the Spells you cast and the abilities granted to you by your faith.

Oath Spells

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

Oath of Sanctuary Spells

Channel Divinity

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

Devout Protector. You can use your Channel Divinity to keep your allies safe by raising you awareness. As a bonus action, you grant yourself a +5 bonus to Wisdom  (Perception) checks for the next 10 minutes.

Divine Defender. You can use your Channel Divinity to call upon a divine shield. This translucent shield is 15 feet wide,10 feet tall, has an Armor Class of 10 and Hit Points equal to 5 * your paladin level and stays with you for one minute. When an enemy's ranged weapon attack, melee attack or spell attack targets a creature through the shield, the shield takes the damage instead, as long as the attack beats the shields Armor Class. Any creature can pass through the shield without issue. The origin of an Area of Effect Spell or Ability can still be placed behind the Shield as it does not obscure, but the shield acts as a wall to Area of Effect Spells or Abilities that originate in front of it. The Shield itself counts as a two-handed but can be used as a spell casting focus. You can lower the Shield as a bonus action and raise it again as an action. On the end of your turn, if the shield is lowered it regains 1d6 + your paladin level Hit Points. When the Shield looses all of it's hit points roll a d6 at the end of your turn. On a 5 or 6 the Shield comes back with one Hit Point.

Faithful Protection

At 3rd level you gain the ability to protect allies from incoming damage. As a reaction you can halve the damage a creature takes within 60ft of you, that you can see. You gain temporary Hit Points equal to the amount of the your Paladin level + your Charisma Modifier. If you hit a creature on your next turn it takes additional radiant damage equal to the temporary Hit Points you got from using this feature and your temporary Hit Points vanish. If you don't manage to hit a creature in this turn, you take damage equal to the amount of temporary Hit Points instead and the temporary Hit Points vanish.

You can use this feature an amount of times equal to your proficiency bonus and its uses replenish after a short rest.

Aura of the Chaperone

Starting at 7th level, you can get your allies out of danger. When an ally within 10 feet of you takes damage, you can use your reaction to trade places with the creature that is being hurt. You (or potentially your Divine Defender if active) take the damage instead. If the creature you are switching with is targeted by a Spell, Attack or Ability that requires a saving throw you have to do the corresponding saving throw instead and suffer any damage or condition effects as normal. If your Divine Defender is active Area of Effect Abilities have to be reconsidered to feature you in the new position.

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

Fortified Presence

Starting at 15th level, a holy presence allows you to fortify yourself in battle. You gain temporary hit points equal to Charisma Modifier at the start of your turn if you aren’t incapacitated.

Protective Prowess

At 20th level, your dedication to protecting manifests, which gives you two benefits:

  • Allies within 10ft of you have resistance to bludgeoning, piercing and slashing damage dealt by other creatures.
  • When an ally within 10ft of you is hit by a critical hit it counts as a regular hit.

 

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