Base Class: Paladin
Oath of Protection
The Oath of Protection binds a paladin to the defense of the realms. Sometimes called Knight-protectors, Templars, or Sentinels, these paladins keep eternal vigil over the lands, guarding with their lives those who are unable to fend for themselves. Paladins of this oath are much sought after by kings seeking reliable bodyguards, but they can rarely be convinced to leave the front lines. They hold angels — the eternal guardians of the Heavens — in the highest regard and incorporate images of angelic wings into their helmets or coats of arms.
Tenets of Protection
Honesty. Truth is the light of the world. Let your word be your promise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Resolve. Determination is the foe of corruption. Let your presence bolster the will of those around you.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Love. Cherish the many glories of the world. Never forget those which you fight to protect.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Defensive Harmony. As an action, you can weave a bond of sunlight between yourself and a willing creature that you can touch, using your Channel Divinity. For 1 hour, both you and the target are immune to magical forms of mental interference (such as Charm and Domination). Additionally, any saving throws rolled while this effect is active may receive the higher of the two targets’ modifiers. This effect is broken if you move more than 60 feet from the target or are unable to communicate with them for more than 1 minute.
Blazing Ward. As a bonus action, you can shield yourself or a friendly creature within 10 feet of you with rays of corporeal sunlight, using your Channel Divinity. The target gains temporary hit points equal to 2d8 + your Charisma modifier. This effect lasts for 1 minute or until the hit points are depleted. While the effect persists, the affected creature has resistance to slashing, bludgeoning, and necrotic damage.
Upon expiry, the shield explodes outward, dealing Radiant damage equal to its original value to all enemy creatures within 5 feet of the target.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Protection Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Resolve
Starting at 7th level, any friendly creature that begins its turn within 10 feet of you gains 1 temporary hit point, up to a maximum equal to your Charisma modifier. If the creature ends its turn outside of this area, it loses these temporary hit points.
At 18th level, the range of this aura increases to 30 feet.
Unwavering Sentinel
Starting at 15th level, you are always under the effects of the Death Ward spell. If the effect is consumed, it is reapplied after you finish a long rest.
Additionally, you gain advantage on saving throws against mental interference and incapacitating effects.
Radiant Bulwark
At 20th level, as an action, you can summon a globe of sunlight. For 1 minute, the terrain in a 30-foot sphere centered on you is treated as difficult terrain for purposes of movement speed. The sphere follows you if you move, and your movement speed is unaffected by this change. When you use this ability, you can designate any number of creatures you can see to be unaffected by it. While this effect is active, you shed bright light in a 30-foot radius and dim light for 30 feet beyond that.
In addition, friendly creatures inside the area receive resistance to all forms of damage for the duration, and damage taken from all sources is reduced by a value equal to your charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments