Base Class: Paladin
Paladins who take the oath of the Shepherd have been called to look after those who can't protect themselves. Sometimes called shepherds or vanguards, these paladins tend to take on the roles of first responders in town and cities, becoming sheriffs or healers. they seek to protect the proverbial flock from the wolves who seek to kill, steal, and destroy.
Tenets of the Shepherd
The tenets of the Oath of the Shepherd drive a paladin to stand up to the weak.
Service. Put the lives of others above your own. Serve those around you, valuing their safety at the expense of yours.
Courage. Always fight agains evil, even when you're the only one. Inspire others to follow your lead.
Justice. Stand up for the oppressed. Let those who wish to do evil be shown judgement.
Compassion. Always leave room for repentance, but arm yourself with the wisdom to avoid further harm.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Shepherd Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Shepherd Spells
|
Paladin Level |
Spells |
|---|---|
| 3rd | Heroism, Sanctuary |
| 5th | Hold Person, Prayer of Healing |
| 9th | Nondetection, Slow |
| 13th | Guardian of Faith, Locate Creature |
| 17th | Hold Monster, Mass Cure Wounds |
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Vigilant Eye. You can use your Channel Divinity to reveal subtle details. As an action, you grant yourself a bonus to Intelligence (Investigation) and Wisdom (Perception) checks equal to your Charisma modifier for the next 10 minutes.
Decisive Smite. Immediatley after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to shackle you target and heal your allies. The target must succeed on an Wisdom saving throw or be restrained until the end of your next turn. Additionally, each creature of your choice within 10 feet of you regains hit points equal to 1d6 + your Charisma modifier if it has no more than half of its hit points.
Aura of the Vanguard
You emit an aura of safety, protecting you and your allies from danger while you aren't incapacitated. When any hostile creature within 5 feet you makes an attack of opportunity again any creature other than you, they do so with disadvantage.
At 18th level, the range of this aura increases to 10 feet.
Shepherd's Guidance
You skill as a leader allows you to give supernatural guidance to others. When you use your Lay on Hands feature or cast as spell that restores hit points to a single creature, once within the next minute, the target can roll a d4 and add the number rolled to one ability check, attack roll or saving throw of its choice. It can roll the die before or after making the ability check, attack roll, or saving throw.
Righteous Guardian
You make a moment to harness the power of you god, becoming a pure hearted defender of the weak. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- Your allies have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while within 30 feet of you.
- Enemies within 10 feet of you have disadvantage on all saving throws agains your paladin spells and Decisive Smite Channel Divinity option.
- You and friendly creatures within 30 feet of you gain temporary hit points to 5 + your Charisma modifier at the beginning of the creature's turn.
Once your use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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