Base Class: Paladin
Paladins of the Oath of the Hidden Shield dedicate themselves to protecting the poor and helpless. They are known for hiding in the shadows, attacking from a distance, and disappearing without a trace.
Commoners and townspeople whisper stories about paladins of the Hidden Shield. They swoop in at just the right moment to stop a goblin ambush, or deliver an arrow to the chest of a kidnapper. They are known as Night Guardians, Shadow Slayers, and Whispers of Faith. Some believe that these paladins are angels, sent to guard the common people. Others say that they are ghosts who sacrifice themselves so that others may stay in the world of the living. Whatever whispered rumors exist about these stealthy paladins, the truth is this: paladins of the Oath of the Hidden Shield are desperately selfless, and delight in doing good deeds without praise.
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This is my first homebrew subclass, and any feedback would be greatly appreciated so that I can eventually make this oath a viable option. Enjoy!
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Paladins belonging to the Oath of the Hidden Shield all work towards the common good, protecting the "little guy" above all else. Their tenets are as follows:
- Seek Not to Fight the Greatest Evil: The Greater Evil will be toppled by the mighty and fateful. I am no such person.
- Live for the Needy: My life is dedicated to the service of the hungry, cold, shunned, and defenseless.
- Humility is for the Great: Never accept praise or give in to pride.
Agile Prowess
You can use Divine Smite when you hit a creature with a ranged weapon attack, as if it was a melee weapon attack. When you reach level 11, your Improved Divine Smite also activates when you hit with a ranged weapon attack.
In addition, the following fighting styles count as paladin fighting styles for you. When you choose this subclass at 3rd level, you can replace a paladin fighting style you know with one of the following.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Oath Spells
You gain oath spells at the paladin levels listed. If a spell from this list deals force damage, you instead deal radiant damage with it.
Oath of the Hidden Shield 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Amplify Spells. As a bonus action, you heighten your spellcasting power, extending the range of your spells. For 1 minute, you triple the range of any paladin spell you cast, to a maximum of 300 feet, and if the range is touch, it can be cast at a range of 60 feet.
Turn the Assailant. As an action, you create a beam of divine power which scatters enemies. A beacon springs forth at a point that you can see within 60 feet of you. When you create it, you can opt to have the beacon emit bright light for 30 feet and dim light for another 30 feet. Each creature that you choose that can see the beacon and is within 30 feet of it must make a Wisdom saving throw. If the creature fails this saving throw, it is turned for 1 minute, and can repeat the saving throw at advantage whenever it takes damage. To be turned by this feature, the creature must have a challenge rating equal to or less than your proficiency modifier.
A turned creature must spend its turns trying to move as far away from the beacon as it can, and it can’t willingly move to a space within 30 feet of the beacon. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Outstretched Aura
Starting at 7th level, you can choose a number of creatures within 30 feet of you equal to your proficiency bonus divided by 3, rounded down, to receive the benefits of your Aura of Protection, and at 10th level, Aura of Courage. The chosen creatures are in addition to the ones already affected by your auras, and you cannot affect the same creature twice. You can use your bonus action to change which creatures benefit from this ability.
At 18th level, the creatures you choose can be within 60 feet.
Fleet of Foot
Beginning at 15th level, you are always under the effects of a freedom of movement spell.
Martyrous Form
At 20th level, as an action, you can shroud yourself in radiant clouds or shadowy mist. For 1 minute, you gain the following effects.
You become partially obscured, and all attacks against you have disadvantage.
You gain a flying speed of 60 feet, and can hover. When this effect ends and you are flying with this ability, you descend safely to the ground and take no fall damage.
Additionally, when you take damage from a spell or weapon attack, you can use your reaction to make a weapon attack against the caster or attacker.
Once you use this feature, you can’t use it again until you finish a long rest.
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