Paladin
Base Class: Paladin

The Paladin of the Oath of the Vanguard is a one man army. When a village is attacked and needs defending, they send the Vanguard. Sending a battlion or squad of soldiers great distances can take time, but a single Paladin can make the time. That Paladin holds the ground until the reinforcements can get there. The Paladins that swear this Oath swear to the following tenets.

Duty. You have sworn to uphold anything you accept to do.

Protect. The weak cannot defend themselves, their lives must be left for them to live.

Survive. You cannot protect if you are dead. You must stay alive to stay protecting.

Heal. Some wounds aren't physical, and and some are. You are bound to heal them both.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Rush to Aid. As a reaction, you can save a creature from a devastating blow, using your Channel Divinity. Whenever a creature within 30ft of you takes damage from a weapon attack, you can spend one use of your Channel Divinity as a reaction to swap places with that creature, and heal them for an amount equal to twice the damage dealt. You then take necrotic damage equal to the amount of the original damage.

Nothing can reduce the amount of this necrotic damage dealt to  you.

Stand Your Ground. As an action, you can spend one use of your Channel Divinity to withstand powerful damage. For the next minute, all damage you receive is reduced by 2. This effect is lost if you are unconscious or incapacitated.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Warding

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to one of the following damage types.

  • Acid
  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Piercing
  • Poison
  • Slashing
  • Thunder

You can change the choice of this feature when you finish a long rest.

At 18th level, the range of this aura increases to 30 feet.

Inspiring Leader

Beginning at 15th level, you gain the Inspiring leader feat.

You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit point equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.

In addition, any creature that has temporary hp granted by this feat may use their reaction whenever they take damage to reduce the damage they take by half (rounded down).

Bulwark of Protection

At 20th level, as an action, you can emanate an aura of protection. For the next minute, all of your auras have are extended to 60 ft.

In addition, for the duration, you and all friendly creatures within your auras cannot have their movement speed reduced, and you cannot be restrained.

Other friendly creatures within your auras take 3 less damage from all sources.

As a bonus action, you can expend one of your hit dice and roll it. All friendly creatures (including you) heal an amount equal to the die roll + your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2020 2:07:01 AM
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6/12/2020 2:03:52 AM
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2.0
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