Paladin
Base Class: Paladin

The Promise Bound takes these oaths upon the handfasting to their ward:

“I bind myself, by my honor, to thee and thee alone.

Thine safety shall be mine utmost goal.

I shall keep thee and ne'er forsake thee,

until the day thou speakest the word and release me.”

The Promise Bound will prioritize the safety of their ward, and do everything possible to protect them. They are bound to do their very best to stay by their ward's side and will never abandon them. The Promise Bound may be released by their ward's word or the death of their ward. 

Channel Divinity

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

Spirit of the Seeker. As an action you can summon forth a spirit to aide you in your endeavors. This is the spirit of a past Seeker who has fallen on his journey and now helps those on their own. It takes the form of a physical luminous guardian and has the stats as descripted in the Knight spreadsheet (https://roll20.net/compendium/dnd5e/Knight#content).
This summon has a total range of 15ft with you as the center and must remain within 120ft of you. It lasts for a total of 1 minute.

If it runs out of time or his HP is reduced to 0, it vanishes.

As a bonus action on your turn, you can move the Knight up to its speed and use it's actions against a creature.

Divine Haste. As a Bonus Action, you can use your Channel Divinity to be imbued with a Divine Haste. For a duration of up to 1 minute times your Charisma modifier (with a minimum of 1 minute), you gain the benefits of the Haste spell.

Until the spell ends, your speed is doubled, you gain a +2 bonus to your AC, you have advantage on Dexterity Saving Throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Promise Bound

Aura of Impediment

Starting at 7th level, you can read the flow of the path that you follow. You and friendly creatures within 10 feet of you resist difficult terrain. Specifically, allies within 10 feet of you don't provoke attacks of opportunity.

At 18th level, the range of this aura increases to 30 feet.

Divine Embodiment

Beginning at 15th level, when you are reduced to 0 hit points you become the embodiment of your creed, clad in your deity's form (Armor and Weapon). You regain half your maximum hit points, you gain immunity to radiant damage (necrotic if evil) and are resistant to all types of damage or attempts at being controlled (eg: such as charm, fear, mind control). You now embody your divine creed body. During this time, your Improved Divine Smite effect is doubled, any spell cast attempt can only be used to Divine Smite (the damage reflects the spell slot spent).

This condition lasts until:

There's no longer a threat in the vicinity or your HP is reduced to 0 once more;

Either way, when any of the conditions are met, you suffer the condition of exhaustion at fifth level. (Consult your DM on an appropriate level of exhaustion.)

Invincible Defender

At 20th level, you gain the ability to become a bulwark of protection. As an action, you can magically become an avatar of defense, gaining the following benefits for 1 minute:

• You have resistance to all damage.

• You have advantage on saving throws against spells and other magical effects.

• You gain a bonus of +2 to your AC.

• So long as you are conscious, any attack made against a non-hostile creature within 10 feet of you is redirected to you. Non-hostile creatures within 10 feet of you don't take area-of-effect damage

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

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