Paladin
Base Class: Paladin

Parents who wrestle a bear to protect their children and somehow win that struggle. Orphanage keepers who run into a burning building to save their wards and find themselves succeeding against all odds. Militiamen who stand and face a horde of orcs, knowing that one step back would allow them into their village. Paladins of the Oath of Hearthfire are often the most unlikely heroes, simple farmers and country folk who have fought and bled for their chosen families. Faithful first to their kith and kin, their virtue stems not from divinity or oaths, but from the sheer force of will to foster those they love.

Tenets of Hearthfire

The Oath of Hearthfire knows no true, lofty commandments impressed on its followers. Instead, it is an expression of their own, virtuous will: to protect their own, no matter the cost.

Home. Not great acts of heroics, but warm hearts and full bellies hold the darkness at bay.

Love. My family will be forever in my heart. While I draw breath, they will know they are loved.

Community. With my actions I will make those around me come together, and forge a community that will last through generations.

Fury. Those who harm my children will not know mercy, and they will not know peace.

Channel Divinity

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

Warding Strike. Those who threaten your family are rebuked with unmatched fury. As a reaction to a friendly creature you can see taking damage, you can immediately make an attack against the attacker, provided the attacker is within your wielded weapon’s range. A creature you hit with this attack must succeed on a Constitution Saving Throw against your spell save DC, or be blinded until the end of its next turn.

Uplift. By your comforting presence, you step back to let others shine. At the beginning of your turn, instead of taking that turn yourself, you may immediately grant an allied creature within 30 feet of you an additional movement, action and bonus action. This does not count as a turn for purposes of refreshing reactions or progressing temporary effects.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

alarm, goodberry

5th

enhance ability, warding bond

9th

create food and water, tiny hut

13th

Banishment, freedom of movement

17th

hallow, rary's telepathic bond

Aura of the Shepard

Beginning at 7th level, while you are conscious, allied creatures within 10 feet of you have their armor class increased by 1 and cannot be forced to harm or attack another creature against their will under any circumstance.

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

Fed and Safe

Beginning at 15th level, you may cast create food and water once per day without expanding a spell slot. A creature who eats at least a daily ration of the food and water you create when you cast this spell (with or without expanding a spell slot) gains 3d6 temporary hit points and is cured of any poisons or diseases affecting them. Curses or madness affecting the creature are suppressed until they finish a long rest.

Warden of the Hearth

At 20th level, you can push your divine gifts to their absolute limits in order to protect friends and family. As an action, you take on a form of a protector of your home; this form may include imagery of warmth, fire and light or any symbolism pertaining to your home and kin. You gain the following benefits for 1 minute:

Whenever a friendly creature within 30 feet of you takes damage, you may choose to take that damage instead. If taking that damage would have reduced you to 0 hit points, you may use your reaction to make a Constitution Saving Throw DC 10 or half of the damage taken, whatever is higher. If you succeed, you drop to 1 hit point instead.

Additionally, you may use your Warding Strike feature without expending a use of Channel Divinity or your reaction once per turn.

Once you use this feature, you can't use it again until you finish a long rest.

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