Base Class: Paladin
The Oath of the Protector is sworn by warriors who believe their strength exists for a purpose: to protect the people who depend upon them.
These Paladins strive relentlessly to perfect their skills. To them, weakness isn't merely embarrassing—it is dangerous. Every skill mastered, every enemy defeated, and every battle won is another assurance that those they love will remain safe.
Tenets of the Protector
Protect Those Who Depend Upon You: Your strength belongs not only to yourself. Use it to protect your family, your companions, and those who cannot protect themselves.
Strive for Excellence: Every weakness is a vulnerability. Train relentlessly and master your craft so that you may better protect those under your care.
Never Abandon Your Own: Those who place their trust in you deserve your loyalty. Do not abandon them when things become difficult.
Failure Must Teach: Failure is inevitable. Allowing the same failure to happen twice is unacceptable.
Stand When Others Cannot: When someone you care for is threatened, you stand between them and danger—even when doing so puts you at risk.
Level 3: Oath of the Protector Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Protector Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Compelled Duel, Shield of Faith |
| 5 | Warding Bond, Misty Step |
| 9 | Beacon of Hope, Crusader's Mantle |
| 13 | Death Ward, Guardian of Faith |
| 17 | Circle of Power, Holy Weapon |
Level 3: Guardian's Challenge
3rd Level — Channel Divinity
As a bonus action, you can use your Channel Divinity to challenge one creature you can see within 60 feet of you.
For 1 minute, the following effects apply:
You have advantage on attack rolls against the challenged creature while it is within 5 feet of one of your allies.
The challenged creature has disadvantage on attack rolls against creatures other than you while it is within 5 feet of you.
The first time you hit the challenged creature on each of your turns, you deal additional radiant damage equal to your Charisma modifier.
If the challenged creature damages a creature other than you, you can use your reaction to move up to half your speed toward the challenged creature. This movement doesn't provoke opportunity attacks from the challenged creature.
The challenge ends early if you are incapacitated or if you willingly move more than 60 feet away from the challenged creature.
Level 7: Aura of the Guardian
7th Level — Aura of the Guardian
When a creature within your Aura of the Guardian takes damage, you can use your reaction to reduce that damage by an amount equal to your paladin level + your Charisma modifier. You can use this reaction once per round.
Level 15: Nothing Will Take Them From Me
15th Level — Nothing Will Take Them From Me
When a friendly creature within your Aura of the Guardian is reduced to 0 hit points but not killed outright, you can use your reaction to expend up to a number of points from your Lay on Hands pool equal to your Charisma modifier. The creature instead drops to 1 hit point and you teleport to an unoccupied space within 5 feet of that creature. You gain temporary hit points equal to the number of Lay on Hands points expended. Once you use this feature, you can't use it again until you finish a long rest.
Level 20: Paragon of Protection
20th Level — Paragon of Protection
As a bonus action, you undergo a transformation for 1 minute. For the duration:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your walking speed increases by 20 feet.
- You have advantage on Strength and Constitution saving throws.
- You can't be frightened or charmed.
- You have advantage on attack rolls against creatures that have damaged one of your allies since the end of your last turn.
- When a creature within your Aura of the Guardian takes damage, you can use your reaction to move up to your speed toward that creature without provoking opportunity attacks.
- When you reach that creature, you can reduce the damage it took by 2d10 + your Charisma modifier + your paladin level.
Last Stand -
Additionally, while this transformation is active, when an ally within your Aura of the Guardian would be reduced to 0 hit points, you can choose to take the damage instead. You automatically succeed on any saving throw associated with the triggering effect. Once you use this feature, the transformation ends. Once you use Paragon of Protection, you can't use it again until you finish a long rest.
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