Reinhardt - Oath of the Protector
Having been dismissed by the order you once followed, you now wander the lands. During your travels, you seek to right wrongs and to test and assert your chivalric ideals. You are motivated by a sense of honor, trying to rescue those who have wandered into harm's way. Some say your idealism is misplaced, but you believe that by following your strict code, you can make the world a better place for all.
Tenets of the Protector
The tenets of the Oath of the Protector are quite simple. You fight for honor and glory, and will always put the lives of your comrades before your own. To these paladins, their life is to serve, and to serve is to fight.
I Will be Your Shield. You know you can do massive damage against your foes, but the battle is lost if you are surrounded by fallen comrades.
Honor and Glory. Only through valiant combat will stories be told of achievements and songs be sung in your honor.
Fortune Favors the Bold. A fight is something one should never run away from, no matter the odds.
Oath Spells
You gain oath spells at the paladin levels listed
Paladin Level | Spells |
---|---|
3rd | Protection from Good and Evil, Shield of Faith |
5th | Gentle Repose, Spiritual Weapon |
9th | Life Transference, Spirit Guardians |
13th | Banishment, Freedom of Movement |
17th | Dawn, Greater Restoration |
Shield Barrier
Starting at 3rd level, as an action you can summon a shield of radiant energy, forming a barrier to protect your comrades from all incoming projectiles. The shield appears 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, and it has an AC equal to 10 + your Charisma modifier + your Proficiency Bonus. It has Hit Points equal to half of your total maximum hit points.
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.
Charge
Starting at 7th level, when you take the Dash action you and move 10 ft. in a straight line, you may attempt to grapple and inflict damage on a target. You may only target the first creature you come into contact with, who must make a successful Strength saving throw or become grappled by you and pulled along. On a failed save, you and your target continue traveling in a straight line the remaining amount of movement left in your dash and regular movement. If you collide with an object that would halt your movement, then the creature takes damage equal to 1d12 bludgeoning damage for every 10 feet you and your target travel. Your target is then knocked prone.
If a target succeeds on their saving throw, they are able to escape the grapple and you continue traveling until you run out of movement or collide with an object. You do not take damage from colliding into the object. You may use this ability a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses after a long rest.
Fire Strike
At 15th level, you scrape the earth with your weapon, gathering sparks. You then strike the ground with such force that it sends out a line of fire towards your opponents. A line 30 ft. long and 5 ft. wide erupts from your location in the direction of your choice. Each creature in the path of the flame must make a Dexterity saving throw against your Paladin Spell Save DC. A creature will take 10d6 damage on a failed save or half on a successful save. Damage increases to 12d6 at 18th level. You may use this ability a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after a long rest.
Earth Shatter
Starting at 20th level, you can release the full fury of your strength by crushing the ground beneath your feet in one blow. All creatures that you choose in a 20 ft cone in front of you must make a Dexterity saving throw or take 10d12 damage and be knocked prone and stunned for 1 minute. The stunned creature must make a Constitution saving throw at the end of each of its turns. On a successful save, the stun effect ends.
A creature that succeeds in its saving throw takes half the damage and is not knocked prone. The ability may only be used once per long rest.