Paladin
Base Class: Paladin
 

 


Tenets of Family

Paladins who swear the Oath of Family adhere to these core principles:

  • Sacred Bond: Protect and cherish those you call family, whether by blood, choice, or circumstance.
  • Unyielding Shield: Stand between harm and your loved ones, no matter the cost.
  • Unity in Strength: Draw power from the bonds of family, working together to overcome adversity.
  • Forgiveness and Redemption: Offer second chances to those who stray but seek to rejoin the fold.

Level 3: Oath of Family Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Family Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Sanctuary, Cure Wounds
5 Hold Person, Zone of Truth
9 Revivify, Dispel Magic
13 Otiluke's Resilient Sphere, Death Ward
17 Haste, Flame Strike

Level 3: Vanguard's Bulwark

As a bonus action, you can use your Channel Divinity to shield your allies at the expense of your own defenses. Choose a number of creatures up to your proficiency bonus within 30 feet of you. For 1 round, each chosen creature gains a + bonus equaling to your proficiency bonus to their AC, while your AC is reduced by the same amount for the duration.

The effect ends early if you are incapacitated. You can dismiss this effect at any time (no action required).

Level 7: Aura of Kinship

You and your allies have Immunity to the Charmed and Frightenedcondition while in your Aura of Kinship. If a Charmed or Frightened ally enters the aura, that condition has no effect on that ally while within 10 feet of you. Additionally, if a friendly creature within this aura takes damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier (minimum 1).

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

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). 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).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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