Paladin
Base Class: Paladin

Your oath grants you the ability to call forth a blessed shield that acts as your holy object, and grants you protective abilities.

Channel Divinity

When taking this oath, you gain the following Channel Divinity options:

Sacred Shield. When you equip a shield, you may choose to turn this shield into your Holy Object, imbuing it with the power of your oath. When you have this shield equipped, you cannot equip any other weapons, and must unequip the shield first before equipping a different weapon. When the shield is equipped, the shield's AC bonus is increased by 1. In addition, you can use the shield to make a charge attack, which deals 2d6 + Con bludgeoning damage. You may use this feature as many times as you wish, but you are only able to create one Sacred Shield at a time. If you wish to turn a different shield into a Sacred Shield, your current shield will revert to its original state.

Interception. When an ally within 10ft of you is targeted by an attack, you may use your reaction to leap to their aid and force the enemy's attack roll to target you instead. When you do this, you gain a +1 to AC against the specific attack that you aim to defend against. The enemy's attack roll will stay the same, and must succeed against your AC to hit. You can only use this feature before the attack roll is made. You can use this feature once per turn (reaction).

Oath Spells

You gain oath spells at the paladin levels listed.

Oath on the Shield Spells

Bolstering Rally

As an action, you can summon a 30ft aura centred on yourself that will remain around you for 10 minutes. When active, friendly creatures (including you) within the aura have advantage on saving throws against status conditions. (Such as but not limited to: Blinded, Deafened, Frightened.)

The advantage applies on rolls against becoming affected by the status condition, and rolls for ending the status condition.

You may use this feature once per Long Rest.

Retaliative Rejuvenation

As a bonus action, you can siphon divine energy into your shield. Until the beginning of your next turn, if an attack fails to beat your AC, the enemy creature's attack will still be rolled, and a third of the damage rolled will be converted into temporary hit points which you may grant to yourself or a teammate within 10 ft of you.

This only works for one attack rolled against you, and does not apply to subsequent attacks rolled against you until the beginning of your next turn.

If the target that you wish to give temporary hit points to already has temporary hit points, you cannot give the hit points to them. If there are no eligible targets, the new hit points will be lost.

Unwavering Protection

Once per long rest, as an action, you can unleash your shield's power to protect your allies. You may choose up to 5 friendly creatures within a 100ft radius (not including yourself) to be affected by this feature. Until the beginning of your next turn, you add your CON modifier to your AC, and any attacks rolled against the 5 creatures that you have chosen are rolled against your AC instead, and if the attack hits, you will take half the damage of the original attack instead of the chosen creature. 

Once the effect ends, you become prone and suffer a level of exhaustion. If an attack reduces you to 0 hit points during the effect, you may choose to survive 1 time on 1 hit point. If an attack reduces you to 0 hit points from 1 hit point (or you have used the aforementioned survival feature), the effect will end and you will become unconscious with 1 failed death saving throw. However, you will not receive a level of exhaustion if the effect ends this way.

If you have used the aforementioned survival feature to survive on one hit point, when the effect ends you will become unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2025 12:48:54 AM
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6/17/2025 12:51:13 AM
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