Base Class: Paladin
The Oath of Protection is made by those who have lost someone or something important. Paladins of Protection will do their best to protect a person or group as long as they consider that they are not the threat to be fought. A paladin of protection might help a king rid his lands of demons, but would turn against him if he discovered that such a king was a tyrant. Known to be the shield of the oppressed, these paladins always raise their shield against any and all evildoers, be it a nobleman who subdues the people as necessary, or a dragon who forces a kingdom to serve him in exchange for protection.
Tenets of Protection
The dogmas of the Oath of Protection were forged in their shields with iron, blood, and tears. Although some paladins find it necessary to abound one dogma or another, all others intensify.
People's Shield. Be the iron wall that protects those who cannot protect themselves. Never bow to an oppressor and never abandon an oppressed.
Past Losses. You've lost too many people in your life, you never want to have that feeling again.
People change. If a partner seems to be walking the wrong way, it is your duty to bring him or her the right way or to apply the punishment.
At any cost. No companion should fall in front of you no matter the means. The only ones to fall on the battlefield will be your enemies.
Oath Speels
You gain oath spells at the paladin leveIs listed.
Oath of Protection Spells
Paladin Level Spells
3rd Shield, Zephyr Strike
5th Warding Bond, Misty Step
9th Life Transference, Spirit Guardians
13th Shadow of Moil, Fire Shield
17th Destructive Wave, Wall of Force
Distance Protection
Beginning at 3rd level, you become able to use magic to protect others. Any spell that has Personal range becomes a spell with a range of 30 feet and can affect another creature that is your ally. You can use this ability a number of times equal to your charisma modifier (minimum 1).
Channel Divinity
When you take this oath at 3rd levei,you gain the following two Channel Divinity options.
Insurmountable Aegis. With one action you emit a protective aura of 30 feet for 1 minute. Any creature that attacks you or your allies within the aura does so at a disadvantage.
Divine Wall. When you suffer an area attack that requires a saving throw, you can use your reaction to take the lead and grant resistance to all damage during that turn.
Look at Me
Beginning at 7th level, when you attack a creature that attacked an ally on its last turn, you have an advantage to attack. If hit, the creature makes a Wisdom saving throw, on a failure the creature must target you until the effect ends. The creature can spend its action to repeat the check by successfully ending the effect itself.
Aura of Zeal
Starting at 15th level, you and allied creatures within 10 feet of you will receive a bonus to your AC equal to half of your rounded down charisma modifier (minimum 1). At 18th level the aura increases to 30 feet.
Shield of All
At 20th level, you can become the avatar of the shield, everyone can see a radiant shield three times its size behind you (the shield is the shape you want), anyone who is not hostile to you feels renewed hopes and anyone who is hostile begins to doubt that it can even hurt you. Using your action, you undergo a transformation. For 1 minute, you get the following benefits:
- Attacks against you have a disadvantage.
- If any creature within your aura drops to 0 hit points, you can choose to take over damage and keep it at 1 hit point.
- If you fall to 0 hit points, you are not unconscious and can act normally, but for all intents and purposes you are still dying.
After using this feature you must finish a long rest to use it again.
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