Base Class: Paladin
The Oath of Retaliation is taken by passionate protectors that channel their fury to deliver fiery punishment to those that cause harm. High tempered, quick to react, and wielding the magic of their Oath as righteous fire, these Paladins do not seek conflict but they are quick to end it. Many of these paladins are so committed to protecting others they have mastered using their shields as brutal weapons against their foes.
These Paladins share the following tenants:
- Deliver swift retribution without delay.
- Protect the weak and those that do good.
- Channel your anger towards helping others.
Level 3: Intimidating Presence
Your presence is strong enough to ward of potential attackers before they have the chance to witness your fiery fury. You have Advantage on Charisma (Intimidation) checks.
Level 3: Oath of Retaliation Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Retaliation Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
---|---|
3 | Shield, Burning Hands |
5 | Heat Metal, Hold Person |
9 | Spirit Guardians, Fireball |
13 | Fire Shield, Wall of Fire |
17 | Hold Monster, Flame Strike |
Level 3: Shield of Might
- Weapon Category: Martial Melee
- Damage on a Hit: 1d8 Bludgeoning plus your Strength modifier
- Properties: Heavy
- Mastery: Push (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
Level 7: Fiery Retaliation
The burning fury of your oath retaliates against your enemies. When a creature does damage to an ally within your Aura of Protection you can force the creature to make a Wisdom saving throw (no action required). On a failed save the creature takes 1d8 Fire damage. When you deal damage to a creature in this way, the next Divine Smite you cast within 1 minute does an additional 1d8 damage to that creature.
Level 15: Shield Wall
Become a wall to protect your allies. As a Magic action you can empower your shield and take a defensive stance until the start of your next turn. You gain Advantage on all saving throws and your Armor Class increases by +2 but you cannot move or take Reactions. While you maintain this stance all allies within a 30 foot cone behind you receive the effects of your Aura of Protection and gain Resistance to all damage except Force.
Once you use this feature you cannot do so again until you finish a Short or Long Rest.
Level 20: Protector's Fury
You have become the ultimate instrument of retaliation and can blitz across the battlefield to protect your allies and punish those that harm them. When an ally you can see within your Aura of Protection takes damage while Bloodied you can take a Reaction to instantly move to their position. You take half of the damage for the ally and can immediately retaliate against the source of the damage with an attack with your shield if it is within range. This attack does does an additional 2d8 Fire damage.
CLARIFICATIONs:
Have you ever wanted to play a Paladin who fights with just a shield and throws it like Captain America? Have you ever wanted to play a Paladin that is so committed to their Oath it manifests as a blazing fire? Do you like Fireball?
If the answer to any of those questions is yes then this is the subclass for you! Please give it a try and let me know what you think.
NOTE: The Level 15 and Level 20 features are meant to be very strong due to how late in the game they are, and how most players won't get a chance to use them in most campaigns. But if you do get a chance, please let me know how they feel.