Base Class: Paladin
The Oath of the Radiant Shield grants a paladin a gift of inordinate power, a shield of divine energy with the power to protect the defenseless, shield the righteous and deter the unholy.
Paladins granted this gift are almost always caring and compassionate, seeking to prevent harm more often than inflicting it. These paladins are required to be stalwart defenders of the light and a bulwark for warriors of good to stand by, like an unmoving rock in a stormy sea. Many who swear this oath are devoted to gods of protection and light and use their gods’ tenets as the measure of their devotion. The image of a castle, fortress or turret often appears on the armour and equipment of paladins of the Radiant shield, a nod to their role as a holy citadel on the battlefield.
TENETS OF THE SHIELD
A paladin who is blessed with the Radiant Shield is compelled to exalt the values of a defender of hope and a protector of the weak; a saviour of the defenseless and an unshakable ally to those who fight for good.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Valour. Never fear to act when lives are on the line, always place yourself between danger and those you protect.
Be the Light. Be a glorious beacon for all on the battlefield. Let the light of your courage shine forth in all your deeds.
Loyalty. Never accept gifts or favors from fiends or those who have wronged your compatriots. Stay true to your comrades, and your duty.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of The Radiant Shield Spells table.
Oath of the Radiant Shield Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bastion of Talk. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +3 bonus to Charisma (Persuasion, Intimidation, Deception) checks for the next 5 minutes to prevent harm from coming to your comrades.
Stalwart Presence. You may use your channel Divinity to enhance your extra ordinary ability to remain still even amongst tremendous forces. As a bonus action you grant yourself advantage on Strength and Dexterity (Stealth, Acrobatics) checks that involve standing still or remaining in a tight spot for 10 minutes.
The Radiant Shield
Starting at 3rd level, as an action you can summon a shield of brilliant radiant energy, forming a barrier to protect your comrades from all incoming attacks. The shield appears as a glowing gold translucent box directly in front of you and is 15 feet long, 10 feet high and is a 1/4 inch thick. Nothing can pass through the opposite side of the shield from you, but objects and spells may pass through your side.
The shield has an AC equal to 10 + your Charisma modifier + your Proficiency Bonus. It has Hit Points equal to half your maximum.
While the shield is active, you cannot use the Attack action and you move at half your normal movement rate and the shield stays directly in front of you when you move. All creatures behind the shield have total cover from attacks that would pass through the shield, and instead the attacks target the shield. Creatures behind the shield can attack through it with no penalties.
You can drop the shield as an action, and as long as the shield has hit points remaining, you may use an action to summon it again. The shield regains all lost hit points on a short or long rest.
If the shield is reduced to 0 hit points you are blinded and Incapacitated until the end of your next turn as the radiant energy shattering momentarily shocks you.
Aura of Resilience
Starting at 7th level, you emanate an aura of resilience while you’re not incapacitated. Whenever a friendly creature within 10ft is healed you may add your spellcasting modifier in addition to the health restored.
At 18th level the range of this aura increases to 30 ft and the health restored is equal to double your spellcasting modifier
Iron Soul
At 15th level, your devotion to protecting your comrades allows you the uncanny ability to continue on even while at death’s door. When you are reduced to 0 hitpoints you do not fall unconscious, but must still make death saving throws. Additionally, when you take damage while at 0 hp it only counts as 1 failed death saving throw. You may not take the attack action while in this state nor cast any damaging spell.
Citadel of Hope
At 20th level, your bond with your comrades allows you to transform into a paragon of light, a stalwart redoubt against the darkness.
You can use your action to gain the following benefits for 1 hour:
- You and your allies within 60ft have resistance to all non-magical damage and advantage on death saving throws.
- All enemies within 30 feet of you have disadvantage on attack rolls against your allies and advantage against you.
- Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Once you use this feature, you can’t use it again until you finish a long rest.
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