Paladin
Base Class: Paladin

You have deigned yourself as a protector of all and cast your weapon aside learning all aspect of fighting with a shield.

Oath of Absolution

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

Resolute Stance. As a bonus action, you can alter your stance any way you see fit to gain advantage on one intimidation roll. This may occur after you roll.

Taunt. As an action, you can attempt to taunt one nearby creature that can be Charmed. The creature must make a INT saving throw (DC 10 +CHA). On failure, it is taunted by you and must use all available actions to cause as much damage to you as possible . After that creature has been taunted it will not able to be taunted by you again for 24 hours. You gain advantage on all saves caused by the taunted creature.

A taunted creature must use all available actions to cause as much damage to you as possible. After that creature has been taunted it will not able to be taunted by you again for 24 hours.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Absolution

Shield Combatant

You have learned the ways of the shield, the offensive power of shields becomes apparent to you. Your shields are now considered melee weapons for you, which you are proficient with. Melee attack +Str, reach 5 ft., Hit: 1d4 +Str.

At 3rd level, shields you wield gain the thrown property. Ranged attack +Str, Reach 25 ft. or 60 ft. with disadvantage, Hit: 1d6 +Str and your melee attack damage becomes 1d6.

Shield Block

Starting at 3th level, Once per round, you may use a reaction to attempt to block incoming ranged attack damage, you can see, for any one creature within 5 ft. of you. This attempt adds your DEX modifier +2 to the target's AC. It will also position you in between the target and the target's attacker.

Protector's Devotion

Ricochets: As an actions at 7th level, a guardian can throw a shield so it ricochets off their target and/or other objects to return at the end of their attack. This ability only functions whether or not the guardian hits their intended target, unless the target is not solid, but only if the bind shield ritual has been completed on the shield. The shield deals no damage to any creature after the first target,  but it imposes disadvantage on the ricochet target's next attack.
If the shield you are using is enchanted, attacks with it count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage

Fervent Devotion: Starting a 7th level,  all allies (including you) within 5 feet of you can’t be charmed or poisoned while you are conscious.

At 17th level, the range of this aura increases to 15 feet.

Fervent Devotion

Starting a 7th level,  all creatures (including you) within 5 feet of you can’t be charmed or poisoned while you are conscious.

At 17th level, the range of this aura increases to 15 feet.

Ricochet

At 7th level, a guardian can throw a shield so it ricochets off their target and/or other objects to return at the end of their attack. This ability only functions whether or not the guardian hits their intended target, unless the target is not solid, but only if the bind shield ritual has been completed on the shield . The shield deals no damage to the ricochet targets, but it imposes disadvantage on the ricochet target's next attack.

If the shield you are using is enchanted, melee attacks with it count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage

Bind Shield

Starting at 7th Level, you can use a binding ritual (must name the shield as part as the ritual) to bind a shield to your arm, preventing it from being rend from you. You may remove it from your arm yourself, and if it is lost or left somewhere you may call it back to you by invoking its name.

Mastery of Will

Upon reaching 15th level, you have begun to master how angling a shield has been able to increase it's effectiveness and allow you to block even more numerous and powerful attacks. Whenever a creature strikes at you with a melee attack and you are wielding a shield, you can use your reaction to add your STR bonus to your AC until the start of your next turn, potentially causing the attack to miss you. This must occur before the attack roll is revealed.

Aura of Distortion: Beginning at 15th level, you are always under the effects of a Circle of Power spell.

Redirect Attacks: At 15th level, when a weapon attack misses you and you are holding a shield, you may use your reaction to redirect the attack towards a creature within 5 ft. of you. Make an attack roll on that creature, using your Dexterity modifier and your shield AC bonus . The damage uses the damage dice of the weapon attack plus your strength modifier.

Aura of Distortion

Beginning at 15th level, you are always under the effects of a Circle of Power spell.

Redirect Attacks

At 15th level, When a weapon attack misses you while you are holding a shield, you can spend your reaction to redirect the attack towards a creature within 5 ft. of you. Make an attack roll on that creature, adding your Dexterity modifier and shield AC bonus. The damage uses the damage dice of the weapon attack plus your strength modifier.

Weave Distortion

At 20th level, Once per long rest, as an action, you can create a field of magical distortion in a 15ft. radius sphere centered on you that lasts for 1 hour. Any hostile magic that passes through it, or affects allies within it has the applied effect(s):

0-4 | Nothing, full spell effect on target.

5-9 | One half of the intended effect on the target.

10-14 | Spell dissipates and does not effect that target.

11-19 | Spell effect is redirected at a nearby object instead.

20 | Spell effect is fully reversed on the caster

Or at the DM's discretion other affects may be applied.

Previous Versions

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