Oath of the Shepherd

When paladins take the Oath of the Shepherd, they promise to guide and protect. Their primary function is to escort individuals on pilgrimages to remote destinations, assuring safe arrival. These wayfinders, also known as knight protectorates, act as bodyguards for emissaries on diplomatic missions and as lead scouts when church assignments require travel amid inhospitable terrain.

Tenets of the Shepherd

The tenets of the Oath of the Shepherd encourage acts of selflessness.

Protection. It is a protectorate’s duty to get their charge safely to the proper destination. Sacrifice. A protectorate risks their own life to save their ward.

Vigilance. A protectorate is watchful for danger at all times and must be ready to take action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Shepherd Spells
Paladin Level Spells
3rd protection from evil, shield of faith
5th aid, find steed
9th create food and water, protection from energy
13th dimension door, guardian of faith
17th circle of power, dispel evil

Channel Divinity

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

Protective Retort

You can use your Channel Divinity to punish those who would dare to harm one of your own. As a reaction, you can use your Channel Divinity to inflict radiant damage upon a target within 60 feet of you that has just caused hit point damage to a creature you deem as friendly. The radiant damage is 2d6 points for every three paladin levels you possess (to a maximum of 12d6 at 18th level) and the creature is incapacitated for 1 round. On a successful Wisdom save, the damage is halved and the target is not incapacitated.

Words of Warding

You can use Channel Divinity to give a friendly creature a second chance on a saving throw. As a reaction, after a friendly creature has failed a saving throw, you can recite the Oath of the Shepherd’s motto, granting the creature another roll. The creature can use their choice of the two rolls. For the next minute, you and the friendly creature have advantage on all saving throws.

Shield of Warding

Starting at 7th level, a shield of force constantly hovers over you granting a +3 armor bonus (this does not stack with other bonuses from held shields). As a bonus action, you can designate one creature within 10 feet of you as your ward. Your ward receives a force shield as well. The shield winks out of existence if your ward moves more than 10 feet away from you. You can only protect one ward at a time with this feature. The shield only manifests while you are conscious.

At 18th level, you can protect a ward up to 30 feet away from you, and the force shield’s armor bonus increases to +4.

Forge Ahead

Beginning at 15th level, after a long rest, select two of the following terrain types: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. Until you finish your next long rest, whenever you make an Intelligence or Wisdom check related to either of the two chosen terrains, your proficiency bonus is doubled if you are using a skill that you’re proficient in. Additionally, while in either of your chosen terrains, your movement is not reduced by difficult terrain. You can select different pairs of terrain each time you use this feature after a long rest.

Sacred Sentinel

At 20th level, a holy fury erupts inside you when someone you have vowed to protect is in danger. When you use an action to release your inner sentinel, you gain the following benefits for 1 minute:

  • The bonus of your shield of warding ability increases to +6.
  • You attack with zealous lunges. While this feature is active, any weapon you wield gains the reach weapon property.
  • As a reaction, you can make an attack against any creature within your reach that has made an attack against a friendly creature.

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

Section 15: Copyright Notice

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