Oath of the Life Protector (5e Subclass)

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Oath of The Life Protector[edit]

Paladins who take an Oath of Protection become an aegis against evil, protecting their allies and weathering any assault that their foes can muster. Their unflinching resilience is both inspiring and terrifying.

Tenets Of The Life Protector[edit]

When taking this class you swear to protect others who can't protect and help your allies when they are down or hurt

Protect Those Who Need It
Your strength is more than just a weapon; it is a shield. Interpose yourself between those bent on violence and those who cannot defend themselves. You put yourself in harm’s way to spare another the pain that violence brings.
Give Succor
If you are not able to prevent the outbreak of violence, it is your sacred duty to tend to those who are its victims. You have been gifted with the ability to heal wounds, cure poisons, and lift diseases; such a gift is wasted if it is not used. Tend to the wounded, the weak, and the ill and put them before yourself.
Courage
You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility
You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.


Oath of The Life Protector Spells[edit]

Paladin Level Spells
3rd Shield of Stasis, Lesser Wish
5th Curing Mist, Flash of Light
9th Sacred Duel, revivify
13th aura of life, Radiant Aura
17th War Song, War Song

Channel Divinity[edit]

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

Will of the Defender

You raise your sacred symbol while you create a bond with your protective allies with your allies. You bond with a number of creatures equal to your Charisma modifier within 30 feet. whenever attached creatures take damage, you can choose to take the damage they took (this damage can't be reduced in any way). Additionally, if while channeling divinity your hit points are reduced to 0 or below, you can choose to use negative hit points and remain conscious while your divine power keeps you upright to continue your holy oath. you have a number of negative hit points equal to your maximum hit points and are treated the same as your normal hit points. If your hit points are reduced to 0, you fall unconscious and must make your death saving throws with 2 failed saves and disadvantage.

all of these buffs last for 1 minute.

Sacred retaliation

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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.

Holy mercy[edit]

Starting at 3rd level, As part of an attack, you imbue your weapon with holy power to smite your enemies and heal the just. On a successful hit, you can recover a number of hit points equal to half the damage dealt. you can heal yourself or any ally you can see within 15 feet. You can use this ability a number of times equal to your Charisma modifier (minimum 1 use) and you regain all uses on a long rest.

At 18th level, the range of this effect extends to 30 feet.

Devotion Aura[edit]

Starting at 7th level, on every long rest you are able to grant yourself and your allies' resistance to one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder damage. you exude an aura of silver light around you.You and any friendly creatures within a 10 feet range add half your Charisma modifier (rounded up) rounded up to their total AC. At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of you and friendly creatures within range.

Renew the Vow[edit]

At 15th level, you become capable of using your Channel Divinity feature twice between short and long rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher and you add your charisma modifier to the hit points restored.

Avenging Wrath[edit]

At 20th level, as an action, you can assimilate the properties of the holy light and get empowered, turning into an Avatar of retribution. You explode with holy power as your holy power becomes so strong that it becomes tangible and forms a set of golden ethereal wings on your back. This transformation lasts for 1 minute, you gain the following benefits:

  • Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.
  • Your weapons strikes deal extra radiant damage equal to your paladin level and invulnerabilities are treated as resistances, resistances are nullified, neutral damage types take vulnerable damage, and vulnerabilities multiply damage dealt by 4.
  • At the start of every turn of yours, you regain a 1st level spell slot, you regenerate 1/2 of maximum hp and instant death effect have no effect on you.
  • When you take the Attack action on your turn, you can make an additional attack as part of that action.
  • The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.

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

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