Paladin
Base Class: Paladin

The Oath of Throwing it Back is a playful and defensive Paladin subclass, embodying the spirit of Snarf, the mascot of this oath. These paladins focus on protecting their allies while delivering powerful and flashy moves that debilitate their enemies. The subclass offers a mix of crowd control, damage reflection, and protection spells, all delivered with a sense of humor. Whether through stunning foes with divine dance moves or deflecting damage with style, this subclass brings both utility and fun to the battlefield.

Thunderous Backblast

You can use your Channel Divinity to snap your back in a Holy Motion. As an action, you arch your back in such a way that causes every creature, with a spine, in a 20ft Radius to make a Constitution Saving Throw. On a failed save, the creature forms a pinched nerve in their back causing it to halve speed and also have disadvantage on attacks.
Lasts 1 minute and an affected creature can make a save again at the end of their turn.

Hypnotic Backclap

  • ou can use your Channel Divinity to Throw it Back in such a way that catches a creature's attention. As an action, you begin to rapidly snap your shoulders and spine and target creatures within a 45ft range up to the amount of your Charisma Modifier. (Minimum of 1) Creature(s) that could see you must make a wisdom saving throw. On a failed save, the targeted creature focuses all of its attention on you and must use all of its movement to safely move closer towards you. The affected creature's intentions remain the same.
    Lasts 1 minute and an affected creature can make a save again at the end of their turn.

Divine Rearing

Starting at level 7, when a creature within 10 feet of you is targeted for an attack, you can use your reaction to move half of your speed and reduce the attack damage by 2d6 if you are within 5ft of the targeted creature. Your movement does not trigger opportunities of attacks. 13th Level you can reduce it by 3d6 & 18th Level it you can reduce it by 4d6.

Throwing it Back

  • Beginning at 15th level, when you are hit by a melee attack you can take a reaction to reflect the damage back to the attacker and the attacking creature must make a dexterity saving throw. On a failed save, the creature takes half of the damage that was supposed to be dealt to you. One a successful save, the creature takes no damage. Once hit, you gain resistance to that damage type for 1 minute or until you use this reaction again. If the attack has multiple damage types, you gain resistance to each damage type. 
    • Option 2: Resistance to all damage that the attack made. Lasts till your next turn
    • Option 3: Same as main, but reduce to only choosing one resistance.

The Ultimate Throw Back

At 20th Level, you have gained the respect of divine celestials. Using your action, you cause a beam of light to appear that houses godly servants that begin a throwing it back performance of a lifetime. The light spreads in a 30 ft radius and lasts for 1 minute. Whenever an enemy creature starts their turn or enters the light, they must make a charisma saving throw. On a failed save, they become stunned by the sight they are beholding and any attack made against a stunned creature has advantage. A creature affected by the aura can roll a saving throw at the start of its turns to become unstunned.

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