World of Al'Dravin
Oath of the Stalwart Defender
Paladins in or from the Orient have the following Sacred Oath option, in addition to those in the Player’s Handbook, although if you wish to play a paladin from the Orient, the oath of the stalwart defender or the oath of the ancients would be the best fit.
Oath of the Stalwart Defender
The stalwart defender is an elite samurai from the Crawdad Clan, who utilizes heavy armor – a unique characteristic among samurai in the Orient – but fits perfectly with the Crawdad philosophy of strength and endurance. As the usage of a shield is not widespread in the Orient, hida defenders usually wield large, two-handed weapons.
As a stalwart defender, you too must do your best to follow the code of Bushido. See the Bushido sidebar listed under the samurai archetype for the kensai class.
You gain oath spells at the paladin levels listed.
Oath of the Stalwart Defender Spells
arcane lock, warding bond
beacon of hope, counterspell
freedom of movement, stoneskin
greater restoration, hold monster
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
As an action, you call forth radiant energies that infuse yourself and all willing creatures within 30 feet of you. All creatures affected can take the Dodge action as a bonus action while the effect persists. The effect lasts for a number of rounds equal to your Charisma modifier, or until your concentration is broken (as if concentrating on a spell).
As a bonus action, you call upon divine energy to safeguard you against hidden dangers. For 1 minute, all traps, hidden doors, and invisible or hidden creatures within 60 feet of you radiate a subtle white glow, making you aware of their exact nature and location. The glow
is visible only to you. The effect ends if your concentration is broken (as if concentrating on a spell).
Starting at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon that deals slashing damage. You perform the ritual over the course of 8 hours, which can be done during a long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Only one weapon may be selected as a bonded weapon at a time, and if you lose your bonded weapon or it is destroyed, you cannot use your Channel Divinity feature until you have it reforged, or you bond with a new weapon. You need to meditate for 1 hour with your bonded weapon every day, or the bond is broken, and you must yet again infuse the weapon with your spirit. The meditation can be done during a short rest.
You have learned how to help protect allies within your reach. Starting at 7th level, while wielding a melee weapon in two hands, when an ally within 5 feet of you is hit by a melee attack, you may use your reaction to increase the ally’s AC by an amount equal to your proficiency bonus, potentially making the attack miss.
Beginning at 15th level, you gain advantage on Strength and Constitution saving throws.
At 20th level, as an action, you become one with the spirit of the Crawdad for a number of rounds equal to your Charisma modifier, gaining the following benefits:
• Your AC increases by an amount equal to your proficiency bonus
• You can use two reactions every round
• You cannot be pushed or knocked prone against your will
• Your concentration cannot be broken
Once you use this feature, you can’t do so again until you finish a long