Paladin
Base Class: Paladin

Tenets of Protection

The tenets of the Oath of Protection drive paladins towards the ideals of loyalty, compassion, generosity, and hope.

Heed the Call. Never turn your back on deserving souls that would beseech you for aid.

Instill Hope. Regardless of the threats you face or challenges you must overcome, you must always be a beacon of hope for those in your charge.

Be a Savior. There are many evils in the world, and it is your duty to shield others from them.

 

Channel Divinity

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

Selfless Bulwark. As a bonus action, you can use your Channel Divinity to exclaim a prayer of self-sacrifice that compels your enemies to direct their violent acts towards you rather than your allies. For 1 minute or until you drop unconscious, if a creature targets one of your allies with an attack when it could have instead targeted you, the creature suffers a penalty to the attack equal to your Charisma modifier.

Extricate the Imperiled. As a reaction when a willing creature you can see within 60 feet of you is targeted with an attack or a harmful spell, you can use your Channel Divinity to teleport into its space as it simultaneously teleports to an unoccupied space of your choice that you can see within 30 feet of its original space. You then become the new target of the attack or spell and have resistance to any damage you take as a result.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells

Oath of Protection Spells

Paladin Level Spells
3rd sanctuary, shield of faith
5th aid, warding bond
9th beacon of hope, protection from energy
13th death ward, resilient sphere
17th circle of power, wall of force

 

Unwavering Sentinel

You are always at the side of those you swear to safeguard. As a reaction when a creature within 15 feet of you is targeted by an attack or effect that forces it to make a Strength or Dexterity saving throw, you can move to an unoccupied space within 5 feet of the creature and impose disadvantage on the attack roll or grant the creature advantage on its saving throw. The creature gains resistance to any damage caused by the triggering event, and any damage dealt to the creature is also dealt to you.

In addition, you gain one additional reaction each round that can only be used for this feature.

Bolster the Bloodied

Your divine magic can shield those in dire circumstances. As a bonus action, you can choose one creature within 30 feet of you (including possibly yourself) with a number of hit points less than half its hit point maximum. The chosen creature gains a number of temporary hit points equal to your Charisma modifier + your paladin level. While the creature has these temporary hit points, it gains a +2 bonus to AC and saving throws.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Guardian Angel

You can call upon your resolve to save those in need and assume the form of an avatar of protection. As an action, you gain the following benefits for 1 minute:

  • Spectral wings manifest on your back, and you gain a flying speed of 60 feet.

  • You emit a warding aura in a 30-foot radius. If a creature targets a creature in the aura friendly to you (including you) with an attack or harmful spell, it must make a Wisdom saving throw or waste the attack or spell.

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