Paladin
Base Class: Paladin

Defend the weak, protect the good and let evil cause no harm. Only this way can the endless cycle of revenge be broken.
Bear the burden yourself, for it is necessary.

Channel Divinity

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

Sacrifice. When an ally within 10ft. is going to be hit by a spell or attack, you can use your reaction to become the target instead. At level 18, the range becomes 30ft.

Divine Ward. Using your action, you create a stationary 10ft. radius sphere of divine power around you. It has 2d10 + 3x your class level hit points, and receives all damage, instead of the allies standing inside. It is considered difficult terrain for enemy creatures. The maximum duration is 2 minutes.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Safety

Starting at 7th level, you and friendly creatures within 10 feet of you, receive +1d4 armor class against ranged attacks.

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

Bastion

Beginning at 15th level, divine power starts flowing in your veins, coloring it a gleaming rose gold.

  • Greater Divine Health: gain proficiency at constitution saving throws, and immunity against effects reducing your maximum hit points.
  • Your blood has very high viscosity, you are immune to bleeding.
  • For enemy spells and abilities, you are considered one size larger.
  • You have advantage at saving throws to save and help your allies.
  • Bastion: Using your action, you declare the ground you stand, sacred.
  • Walls of sacred steel are raised in a circle around you.
  • The radius can be up to 15ft. with their height being 10ft.
  • It has a single gate at target location, with a DC 20 strength check, to forcefully open it.
  • At the creation of the walls, every enemy inside needs to make a charisma saving throw.
  • On fail, they are expelled outside and prone.
  • On success, they stay inside.
  • Allies standing on the walls, have half cover.
  • The area of Bastion, has the same effects as your auras, but does not require you to be conscious.
  • Allies inside are protected from environmental effects.
  • Maximum duration is 1 hour.
  • Resets on Long rest.

Together We Stand

At 20th level, you are able to feel the unity between people and strengthen it to allow impossible feats.

  • Effects that forcefully move you, are half as effective, rounded down.
  • Together We Stand: when one or more allies fail a saving throw within your Aura of Safety, you can activate this ability.
  • Other allies within your aura, can roll their saving throw as well.
  • If half or more succeed, everyone does.
  • Maximum charges are 3.
  • A charge is only consumed, on a success.
  • Resets on long rest.
  • Improved Bastion: The Bastion is immune to magic, that would alter its structure, shape or terrain inside the area.
  • Maximum radius becomes 30ft.
  • The DC of the Gate, becomes 25.
  • Only creatures with the effect of spider climb, can climb the walls from the outside.
  • The Bastion extends into the ethereal plane, and prevents even immaterial creatures from entering.

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