Paladin
Base Class: Paladin

Defender Paladins choose the defense of others over the destruction of their enemies or their own monetary gain. Without a divine faith to tie them down, Defender Paladins devote themselves to a simple code in order to keep upon the right path, a code that demands one's true faith be in those they stand in front. But these Paladins are not restricted from harming those who would move against their Oath, as sometimes the best defense of the defenseless is to show no mercy to the brutes who would exploit them. Hearing the teachings of the Lightborn, they gain their power from the belief in their duty, rather than any direct divine power.

Channel Lightborn's Hope

At Level 3, Defenders can focus their willpower and hope into powerful channels equal to any Channel Divinity.

Lightborn's Faith: As a reaction, if an ally in line of sight of you would take an attack from an enemy, you may designate them as the target of your hope, increasing their AC by 3 until the start of their next turn. Any enemy who fails an attack against this ally will take 1d10 Radiant damage and be Blinded for the rest of this turn.

In the Face of Death: If you or an ally would be brought to 0 HP, you may use your reaction to return yourself or them to 1 HP. If the target is a non-combat civilian, they are brought to full HP and are Immune to damage until the start of your next turn.

My Armor, Your Shield

At level 3, if an ally within your movement range is targeted by an enemy ranged attack, you can choose to dash in front of them, making yourself the target of the blow instead of your ally. You can only do this once per ally during a turn that's not your own. 

Aura of Denial

At Level 7 Oath of the Defender Paladins gain the ability to summon a 10ft radial aura around them for 5 turns. Any enemy spell that enters this aura must make a Wisdom check using the caster's base Wisdom modifier, against the Paladin's spellcasting DC. If they fail, the spell is dispelled and has no effect.

Call of the Defender

At level 15 you gain this ability. You can only use this ability once per day. It resets at the dawn of each day. For ten turns your armor, shield, and weapon are replaced with the weapon and armors of the Lightborn. Your base AC increases to 25, you become resistant to magical damage, and you gain a flail that converts all damage you do to Radiant damage. You are considered proficient with the flail for the duration. Upon the end of the abilities' duration, your armor, weapons, and shield are returned to their original state.

Hold the Line

At level 20, upon using this spell, consume all your spell slots (at least one must be your max spell level), and generate an immensely powerful barrier that protects all non-combat civilians in a large radius. No enemy can enter this barrier, and any civilians in the barrier are immune to death and unconsciousness for the next 8 hours. You can also give combat allies their own barriers, one per consumed spell slot, making them immune to non-magical damage, resistant to enemy magic, and giving them a large pool of 50 temporary HP for the next hour.

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