Paladin
Base Class: Paladin

Tenets of the Shield

The tenets of the shield hold to their hearts the ideals of peace and protection. They strive to keep the flower of kindness alive and well nurtured, tempering it with fore sight and intelligence. They know who would receive help thankfully and who would try to exploit it for their own desires.

Safety: No harm should fall to those who would treat others fairly. Protect the people from the hungry maw of destruction at any cost.

Wisdom: Be mindful about who would use your kindness for evil, and do not be afraid to strike them down if need be. Serve those with authority kindly and thoughtfully, while meriting yourself with freedom for those without it.

Strength: Stay firm on your path, and do not waver in the face of great odds or challenges. A strong will forges a strong body.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Shield Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Shield Spells
Paladin Level Spells

3rd

shield, absorb elements

5th

warding bond, barkskin

9th

protection from energy, remove curse

13th

death ward, stoneskin

17th

wall of force, dispel evil and good

Channel Divinity

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

Divine Challenge. As a bonus action, you can chant a powerful verse of challenge. All enemies within 20 feet must make a wisdom saving throw or attack you unconditionally. In addition, Fiends and Undead have a disadvantage on wisdom saving throws and attack rolls while affected by you.

Divine Protection. As an action, you can imbue a number of people equal to your proficiency bonus with your blessing (including yourself) for 1 minute. They gain an increase to their AC equal to your charisma modifier (a minimum of 1) and whenever they take damage, the amount they took is transferred to you, excluding status affects.

Aura of Protection

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you resist non magical damage and have an advantage on dexterity saving throws. In addition, your weapon attacks count as magical for the purpose of dealing damage.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Divine Riposte

At 15th level, when an enemy attacks an ally within 10 feet of you, you can use a reaction to cause them to be knocked back up to 10 feet in a direction of your choosing, take 1d6 bludgeoning damage and be knocked prone.

Divine Guardian

At 20th level, you learn to channel divine power to become an impenetrable bulwark of energy. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

  • Your skin gains a platinum sheen which gives you a +4 to AC.
  • All enemies have a disadvantage on attack rolls against you and your allies.
  • You and your allies have an advantage on strength, dexterity, and constitution saving throws.
  • You and your allies become immune to non magical damage.
  • You grow a pair of glowing wings that gives you a flying speed of 60 feet and all enemies that start their turn within 20 feet of you suffer 2d6 radiant damage. (4d6 for Fiends and Undead)

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

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2021 7:24:23 PM
0
1
--
Coming Soon
8/13/2021 7:25:04 PM
0
1
--
Coming Soon
8/13/2021 7:29:28 PM
1
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes