Paladin
Base Class: Paladin

Paladins who take the Oath of the Shelter swear themselves to being a bastion of good. They protect those in danger, always ready to throw themselves in the way of an attack so an ally need not suffer it. They are natural supporting combatants ready to use their light to empower and heal their allies, and smite their enemies. They are beacons of morale on the battlefield, encouraging and emboldening those around them. The very presence of a Shelter Paladin seems to guide the blades and knit the wounds of their allies.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Shelter. As an action, you can cast a shield of light upon your allies using your Channel Divinity. When this is cast, your allies (excluding you) within 30ft of you receive a bonus of +2 to their AC for one minute.

Only allies who are within the range when it is cast receive the bonus, not those who enter it after.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Shelter Spells

Aura of Calm Focus

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious unless they are below 30 hp.

Additionally, friendly creatures within 10 ft. gain advantage on all ability checks. This excludes ability checks directly imposed by enemy creatures (grapple contests, shove contests, etc.).

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

Empowered Blessings

Beginning at 15th level, your bless now uses a d6 instead of a d4 and all healing you do is increased by 1.

Fortifying Luminescence

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 15-foot radius, and dim light shines 75 feet beyond that.

Whenever an allied creature starts its turn in the bright light, the creature is healed for 5 health and gains the affects of the bless spell, as if cast by you, until the start of its next turn.

Whenever an enemy creature starts its turn in the bright light, the creature takes 5 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells.

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

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2019 2:46:54 AM
20
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes