Oath of the Defender (5e Subclass)

Oath of the Defender

Paladin Subclass

Oath Spells

You gain oath spells at the paladin levels listed:

Paladin LevelSpells
3rdHealing Word, Shield
5thMirror Image, Vortex Warp
9thSpirit Guardians, Thunder Step
13thFire Shield, Greater Invisibility
17thDawn, Temporal Shunt
Channel Divinity

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

  • Radiant Warrior: As an action, you imbue yourself with radiant energy, using your Channel Divinity. For 1 minute, when you attack with a melee weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. All melee weapon attacks now deal radiant damage instead of slashing, piercing, or bludgeoning damage. You also emit bright light in a 20-foot radius and dim light 20 feet beyond that.
  • Undying Light: As an action, a sphere of radiance emanates from you, using your Channel Divinity. The sphere is centered on you, has a 30-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute or until you die. Whenever a creature (including you) ends its turn in the sphere, you can choose for that creature to regain hit points equal to 1d4 plus your charisma modifier.
Aura of the Defender

Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to their AC equal to your charisma modifier. At 18th level, the range of this aura increases to 30 feet.

Zero Hour

At 15th level, you can expend a use of your Channel Divinity to activate both Channel Divinity options belonging to your oath. Additionally while your Channel Divinity is active, you can now make melee weapon attacks at enemies from up to 30 feet away and whenever a creature (including you) end its turn in the sphere, you can end one condition or effect afflicting it.

Unbreakable Wall

At 20th level, you become like an impenetrable fortress. As a bonus action, you gain the following benefits for 1 minute:

  • When a creature within 30 feet of you takes damage, you can magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage.
  • You have advantage on all saving throws, as do your allies within 30 feet of you.
  • You have resistance to all damage.
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