Paladin
Base Class: Paladin

Those who take the oath of protection spend their lives defending those they hold dear and the lives of the innocent.

Channel Divinity

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

Presence of Safeguarding. As an action, you can emit a protective aura with a 10 ft. Radius, causing attack rolls against allies in your aura to have disadvantage, if an attack hits your ally the aura loses its effect for that enemy until the start of that enemy's next turn.

Vow of Guarding. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

shield, thunderwave

5th

prayer of healing, misty step

9th

haste, revivify

13th

banishment, dimension door

17th

hold monster, greater restoration

Improved Warding

Your ability with warding spells improves greatly. Warding spell that have a range of self now have a range of 30ft and can be cast on others. warding spells that already have a range, that range is doubled.

Vengeful Guardian

Vengeful Guardian. When an an enemy that is within melee attack range of you, attacks an ally you can use your reaction to make a melee attack against the enemy.

Soul of Guarding

Starting at 15th level, the authority with which you speak your Vow of Guarding gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Guardian Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of protection in a 30-foot radius. Whilst in this aura, allies gain advantage on all saving throws whilst enemies gain disadvantage on all saving throws.

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

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