Paladin
Base Class: Paladin

These are paladins who swear the Oath of Shallya, the goddess of mercy and healing. They embody her principles of compassion, protection, and peace. These paladins are the beacons of hope in a world rife with suffering, using their divine gifts to mend wounds, soothe troubled hearts, and shield the innocent from harm. They believe in the sanctity of life and are dedicated to alleviating pain and fostering harmony wherever they go.

Tenets of the Gentle Guardian

The tenets of the Gentle Guardian reflect Shallya's teachings and emphasize mercy, protection, and healing:

  • Mercy: Show kindness and forgiveness to all, even to those who may not deserve it. Let your heart be a wellspring of compassion.

  • Healing: Use your divine gifts to heal the sick, mend the wounded, and ease the suffering of those in need.

  • Protection: Stand as a bulwark against harm, defending the weak and innocent with your strength and courage.

  • Peace: Seek non-violent solutions to conflicts and strive to foster harmony in every corner of the world.

Level 3: Oath of Shallya Spells

When you take this oath at 3rd level, you gain access to the following spells:

  • 3rd level: Sanctuary, Cure Wounds

  • 5th level: Calm Emotions, Lesser Restoration

  • 9th level: Beacon of Hope, Mass Healing Word

  • 13th level: Aura of Life, Guardian of Faith

  • 17th level: Mass Cure Wounds, Greater Restoration

Level 3: Shallya's Divinity

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

Shield of Serenity: As an action, you can use your Channel Divinity to create a protective aura. For 1 minute, you and friendly creatures within 10 feet of you gain a +2 bonus to AC and saving throws.
Healing Light: As the same action economy of Lay on hands, you may activate a 30ft range version of Lay on Hands, and double the current amount you have as of right now.

Level 7: Aura of Tranquility

Starting at 7th level, your calming presence extends to your allies and enemies. Everyone within a 10ft radius is urged to listen to what one-another has to say, essentially making hostile enemies more peaceful, giving the user a bonus equal to their charisma mod to persuasion, and the same towards reducing enemy and ally attacks unless harmed by the person beforehand.

This increases to 30ft at level 18.

Level 15: Protective Embrace

At 15th level, you can use your reaction to protect an ally from harm. When an ally within 10 feet of you takes damage, you can use your reaction to swap places with them and take the damage yourself. You gain resistance to the damage from this attack.

Guardian's Sanctuary

At 20th level, you can transform into a beacon of peace and protection. As an bonus action, you can emanate an aura of sanctuary with a 30-foot radius for 10 minutes. Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required). While in this aura, you and your allies gain the following benefits:

  • Protective Aura: All friendly creatures within a 30-foot radius gain a +2 bonus to AC and saving throws.

  • Healing Light: At the start of each of your turns, all friendly creatures within the aura regain 10 hit points.

  • Divine Shield: While in the aura, you and your allies have resistance to all damage.

  • Peaceful Presence: Hostile creatures within the aura must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be unable to attack you or cast harmful spells on you and your allies for the duration.

Activate Guardian's Sanctuary

While having Guardian's Aura active it grants the following benefits

  • Protective Aura: All friendly creatures within a 30-foot radius gain a +2 bonus to AC and saving throws.

  • Healing Light: At the start of each of your turns, all friendly creatures within the aura regain 10 hit points.

  • Divine Shield: While in the aura, you and your allies have resistance to all damage.

  • Peaceful Presence: Hostile creatures within the aura must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be unable to attack you or cast harmful spells on you and your allies for the duration.

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