Base Class: Paladin
The Oath of the Bastion is sworn to the ideals of protecting civilization from the forces of chaos and evil. Paladins who swear this oath believe there is no greater duty than protecting the innocent, law-abiding peoples of the multiverse and they proudly man the front lines of the eternal conflict between good and evil to fulfill that duty. They act as sentinels in times of peace, watching from the walls for any threat, and as living shields in times of war, bearing the brunt of every assault. Masters of defensive strategies and tactics, most goodly kingdoms have at least one Bastion Knight as a ranking member of the military or city guard.
TENETS OF THE BASTION
The tenets of the Oath of the Bastion are as follows:
Protect the innocent. No harm can come to an innocent through your actions or inaction.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Bastion Spells
| Paladin Level | Spells |
|---|---|
| 3rd | sanctuary, shield of faith |
| 5th | aid, warding bond |
| 9th | beacon of hope, spirit guardians |
| 13th | guardian of faith, stoneskin |
| 17th | hallow, dispel evil and good |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Blessing of Asylum - As an action, you can protect your comrades-in-arms from their aggressors with your Channel Divinity. Choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet of you to gain the benefits of a sanctuary spell as if cast by you.
Sentinel's Intervention - When an ally within 30 feet of you is hit by a melee attack you can use your reaction to move to a space adjacent to that companion. This movement does not provoke attacks of opportunity and ignores difficult terrain. You arrive just in time to deflect the attack, turning the hit into a miss.
Phalanx Defense
Starting at 7th level, you are able to defend your allies using your own shield. As a bonus action, designate a creature within 5 feet of you. That creature gains half cover (+2 AC) until the beginning of your next turn. You must be wielding a shield to use this ability.
Stalwart Defender
Starting at 15th level, your divine charge grants you the ability to rejoin the fight quickly. If you are under an ongoing effect that allows you a saving throw at the end of your turn to end the effect, you instead make the save at the beginning of your turn and, if successful, you can act normally that turn.
Exalted Bulwark
At 20th level, you can temporarily infuse your body with divine hardiness, making it difficult for your enemies to overcome your defenses. You can use a bonus action to gain the following benefits for 1 minute:
- You have immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You have resistance to all other forms of damage.
- You advantage on saving throws to resist the following conditions: blinded, charmed, deafened, exhaustion, paralyzed, petrified, poisoned, and stunned.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/20/2020 11:37:00 PM
|
336
|
16
|
--
|
Coming Soon
|
|
|
3/18/2021 4:24:28 PM
|
359
|
8
|
2
|
Coming Soon
|
Comments