Base Class: Paladin
"They say 6 Defenders can hold a fortress under siege for a month. Of course no one has had the chance, if that many defenders where in one place the fight would be over far sooner." -Nala Pancier.
TENETS OF THE DEFENDER
Though the exact words and strictures of the Oath of The Defender vary, paladins of this oath share these tenets.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ward of Dawn. As an action you summon a 10ft radius dome of holy energy that lasts for one minute or until dispelled. Friendly creatures that enter the dome get Temporary Hit points equal to your Charisma modifier (min 1) +10 while inside the dome. Spells cannot pierce the dome. If an enemy enters the dome they are considered Blinded while inside. When you or an ally leave the dome, they can add your Charisma modifier to their next attack and damage roll they make.
You can end this effect on your turn as a free action. If you fall unconscious, this effect ends.
Force Barrier. As an action on your turn, you present your holy symbol and ward a creature, other then yourself, within 30ft against harm. The creature gains a bonus to its AC equal to your Charisma modifier (Min 1) that lasts for one minute. When attacked, if the attack hits, the creature with the bonus to its AC gets temporary hit points equal to its AC at the time of being attacked. Any left over temporary hit points disappear at the start of the creature's next turn. The bonus to AC disappears after being used this way.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Guardian
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
At 18th level, the range of this aura increases to 30 feet
Unwavering Resolve
Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Relentless Bastion
At 20th level, as an action, you summon a spectral, holy shield. For 1 minute, when an ally within your aura is attacked, you can use your reaction to impose disadvantage on the attack.
You can use a bonus action on your turn make an attack with the shield, make a spell attack against a creature with in 30ft of you, dealing 10 force damage on a hit.
As a reaction to being attacked you may give yourself a bonus to your AC, potentially causing the attack to miss, equal to your Charisma Modifier, until the star of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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