Base Class: Paladin
The paladins that swear to the Oath of the Defender swear to defend those who are weak and defenslis. They put themselves before others and respect courage and bravery. They never abandon others and always protect those who are weaker or cannot help when they are being attacked. They will always be loyal to those who they need to protect and will always be there when you need protection. They sometimes are dedicated to one family or person and always protect those people.
The following tenets are the vvalues of the oath of the defender:
Courage:Always be brave,never run from danger.
Defend:Defend those who can't defend themselves. You must use your power to protect those who are too weak.
Loyalty:Always be loyal to those who need your loyalty and help.
Sacrifice:You have the responsibility to protect others,even if that means sacrificing yourself.
Additional Spell List
The paladin of the oath of the defender have learned new spells because of their oath. If they are not a normal paladin spell they count as a paladin spell for you. They do not count against the number of spells you can learn.
Paladin Level Spell
3rd Shield,Shield of Faith
5th Aid,Gentle Repose
9th Counterspell,Glyph of Warding
13th Death Ward,Private Sanctum
17th Hallow,Wall of Force
Channel Divinity
At 3rd level you gain 2 channel divinity features.
Aura of Shielding
As a bonus action you can activate a magical shielding covering you and your allies. For one minute you create a shimmering shield that blocks enemies weapons and spells. During this time,all allies within 10 feet of you gain temporary hit points equal to 3 times you Paladin Level.
At 18th level this aura increases to 30ft.
Unyielding Protector
You can present your holy symbol and speak a prayer. Your soul connects to that of one within 60ft of you. You swear to defend them even if you die. For one minute,whenever that one creature takes damage you can take it instead. When you take the damage,you can reduce the damage by an amount equal to twice your charisma modifier.
For example,if the person you're bonded with takes 20 points of damage from a magic missile spell,and your charisma modifier is +3,then you take 17 points of damage and he or she takes none. If the creature moves beyond 120ft of you,the bond is broken. If you die during this time the bond is not broken. It can only be ended if you choose to end it,or the minute ends.
Aura of Fortitude
At 7th level all allies within 10ft of you gain resistance to bludgeoning,piercing and slaching from non magical attacks,this aura does not include you.
At 18th level the aura increases to 30ft.
Skin of the Shield
When you reach 15th level you permanently gain a +2 to AC even if you do not have a shield. This bonus is on top of your shiel if you have one equiped. Also,at the end of a long rest you can choose one type of damage,you can expend one second level spell slot and gain resistance to one type of damage.
Avatar of the Protector
As a bonus action you can summon a large specter like image of yourself in plate armor and a giant shield. You are in this form for 1 minute. You cannot enter this form after it is done until you take a long rest.For your Shield Smash attack,you can use it the amount of times you can use a normal attack.During this time you gain the following benefits.
-You count as a huge creature
-Your AC becomes 20+Charisma Mod
-Resistance to all damage,Immunity to non magical pierce,slash,and bludge..
-Cannot be grappled,restrained,exhausted,or stunned.
-New attack:Shield Smash:Melee weapon attack,Attack Bonus:Strength(Or Charisma)+Proficiency.On a Hit:The creature you hit takes 5d8 force damage and if it is a huge or smaller must make a strength save(DC=10+strength+Prof.) or be knocked prone.
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