Base Class: Paladin
You are now the almighty wall. A wall that protects all, even yourself to those that are defenseless. A shield helps for a matter of time, but a wall stays for centuries and always provide cover.
This subclass would replace Charisma with Constitution in spellcasting and all features for Paladins.
Optional for DMs and campaigns, you can replace your multiclassing with Constitution instead of Charisma. And a way bigger option, can use Constitution only for multiclassing but it would require an 17 to multiclass out of Paladin if do so.
Almighty Wall Oath Spells
3rd-Level Oath of the Almighty Wall
You gain oath spells at the paladin levels listed in the Oath of the Almighty Wall Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Almighty Wall Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Shield |
| 5th | Enlarge/Reduce, Hold Person |
| 9th | Beacon of Hope, Intellect Fortress |
| 13th | Death Ward, Stoneskin |
| 17th | Hold Monster, Passwall |
Channel Divinity
3rd-Level Oath of the Almighty Wall Feature
Starting at 3rd level, choose two Channel Divinity Options.
Channel Divinity: Spellshield
You can use your Channel Divinity as a reaction when you, or a creature you can see within 30 feet of you, would have to make a saving throw versus a spell or magical effect. The creature gains advantage on the saving throw and if they will take half damage on a successful saving throw instead takes no damage if they succeed on that saving throw, and only half damage if they fail. If several creatures are making the same saving throw against the same effect at the same time you can choose a number of creatures within 30 feet equal to your proficiency bonus to benefit from this effect.
Channel Divinity: Aegis of Damnation
Using a Bonus Action, for a number of rounds equal to your Constitution Modifier, you have resistance to all damage.
Channel Divinity: Bodily Will
You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Constitution Modifier (minimum of two creatures). For 1 minute, you and the chosen creatures have advantage on Strength, Dexterity and Constitution saving throws.
Channel Divinity: Wrath of the Sentinel
Using a reaction when you get hit, for one minute, when you get hit with a melee attack, the attacker takes 2d8 plus your Constitution Modifier in force damage and must make a Strength Saving Throw or be knocked 30 feet away and prone.
You can use this ability also as a reaction to being hit with a ranged weapon attack within 60 ft. of you.
Body Bulwark
3rd-Level Oath of the Almighty Wall Feature
You trade your charismatic and pride-filled ordeals for a shield and a newfound body. There is no pride when it comes to the field for you need to protect and will do it every way you can. Pain to yourself is nothing compared to the pain of others that you are deeply connected with. Starting at 3rd level, you gain the following benefits:
- You can use your Constitution Modifier in place of your Dexterity Modifier for calculating Armor Class.
- You replace your Charisma Modifier for Constitution Modifier in place of all of Paladin's features, abilities and Spellcasting.
- At the end of your long rests, you gain temporary hit points equal to five times your proficiency bonus.
Aura of Barricade
Starting at 7th level, you constantly emanate a defensive aura while you’re not Incapacitated. The aura extends 10 feet from you in every direction.
You regain 10 hit points at the start of your turn. And as a reaction, you can take damage from allies that are within your aura; this damage can't be reduced by any means unless it is reduced by other means before you use your reaction.
Allies in the aura gain Half-Cover as well.
At 18th level, the range of this aura increases to 30 feet and if allies are within 10 feet of you in the aura, they gain Three-Quarters-Cover instead of Half-Cover.
Evergrowing Wall
15th-Level Oath of the Almighty Wall Feature
Officially as the wall, you improve your bodily standards to be able to hold on better. Nothing much could pass you without having to attack you directly and having to hit hard. Starting at 15th level, you gain the following benefits:
- Yourself cannot be moved against your will by spells, shoves, or forced movement. If an effect would move you, you may choose to remain in place, and the effect fails against you.
- You can use Dodge as an Action or Bonus Action. If you use Dodge as a Bonus Action, instead of giving Disadvantage on attacks towards you, you gain resistance to Bludgeoning, Piercing and Slashing damage and giving Disadvantage on a number of creatures in your aura equal to half of your proficiency bonus (this excludes yourself).
- As an action, you can conjure two divine magically constructed walls of a 15-foot radius or 30-foot long by 5-foot wide line at a point 60 feet of you, granting Half-Cover and resistance to Bludgeoning damage. After you use this ability, you need to roll a 1d6, recharging this ability on a 5 or 6.
Bastion of the Immovable
As an action, you channel divine energy into your body and gear; unleashing all of the training you have been waiting for, becoming an unbreakable bulwark. For 1 minute, you gain the following benefits:
Unstoppable Defense. Attacks against you have -5 but deals an additional 10 damage if they hit. Allies in your aura would have all attacks with disadvantage against them, and if they are damaged, the damage is reduced by 1d10 plus your Constitution Modifier.
Shielded Resolve. At the start of your turn, you can choose for a resistance type and grant temporary hit points equal to your Paladin level plus your Constitution Modifier for yourself, friendly creatures and allies in your aura.
You can use this ability once per long rest unless you sacrifice a 5th level to regain the use.
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