Paladin
Base Class: Paladin

Mercy for the wicked: Act with conviction but do not be consumed by rage towards oppressors who have a chance of changing their ways.

Protector of the innocent: Protect those who cannot protect themselves with all your might as you may be their only shield.

The strength of hope: Show others your strength to become their hope towards a better future.

Unwavering courage: Do not waver your conviction or lower your weapon when faced with a great foe as you serve as the guardian of those who stand behind you.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

absorb elements, shield of faith

5th

hold person, warding bond

9th

spirit guardians, tiny hut

13th

guardian of faith, resilient sphere

17th

hold monster, wall of force

Channel Divinity

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

Shield the oppressed. Whenever a friendly creature other than yourself is attacked within 30 feet of you, as a reaction, you are able to manifest a divine shield to protect them. This shield grants the target +7 to their AC and lasts until the end of the attacker's next turn.

Repress tyranny. As an action, you may target a creature with disruptive divine force. they must make a wisdom saving throw or have disadvantage on all attacks and whenever they force another creature to make a saving throw it is made with advantage on a. On a successful save the effect lasts until the end of their next turn otherwise it lasts 1 minute.

Aura of endurance

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you regain hit points equal to you charisma modifier at the start of their turn if below half health.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Sentinel's wrath

At 15th level, whenever another friendly creature within 30 feet of you takes damage from an attack you may use you reaction to deal half the damage deal back as force damage. You can use this ability a number of times equal to 1+your charisma modifier (minimum of 2). All expended uses are regained after a long rest.

Divine Guardian

At 20th level, you learn to harness the divine protection of your god to an even greater extent. As an action, you assume a radiant form, gaining the following benefits for 1 minute:

  • you lose 5 feet of movement but gain +2 to your AC
  • All attacks made against all other friendly creatures within 60 feet have disadvantage.
  • You can take a bonus action to make a contested (Athletics) check against a creature to knock them prone
  • Whenever a creature affected by your 'Repress Tyranny' channel divinity makes an attack or casts a spell you may move up to 40 feet towards them as a reaction and make a melee attack against them as part of the same reaction of they are within range

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

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