Paladin
Base Class: Paladin

As a guardian of high ranking noble families you were trained from a young age to do whatever it takes to protect your charge and defeat your masters enemies. In order to fulfill this role you have been trained in skills that allow you to turn your own life force into greater strength.

Channel Divinity

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

Enhanced Weapon. Before making a melee attack you can imbue one weapon that you are holding with your life force, using your Channel Divinity. By lowering your maximum health up to your paladin level you may add the amount of health sacrificed to your roll to hit or your damage dealt (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration. This effect lasts for 1 minute.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Aggressor. As an action, you draw the attention of an enemy, using your Channel Divinity. An antagonistic creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move toward you, and it can’t willingly attack an ally within 30 feet of you. 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Shielding

Starting at 7th level, you may sacrifice your maximum hit points (up to paladin level) to increase the armor class of an ally within 10 feet of you.

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

Renewal of Spirit

Beginning at 15th level, as a bonus action, you are able to lower your maximum health in order to gain a spell slot of equal level to the amount of health used.

Note: you may still only cast spells whose level you naturally have spell slots for and you may only regain one spell slot per round.

Emergency Rescue

At 20th level, as a reaction, you can swap places with an ally who is about to be hit with a melee attack within 60 ft. of you.

The enemy creature does not roll a new attack against you, also you get to roll a melee attack against them.

In addition, you have advantage on melee attacks against that enemy.

After the first use, if you use this feature again before you finish a long rest, gain a level of exhaustion.

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