Oath of Divine Magic

Paladin Levels:
3rd - Magic Missile, Shield
5th - Mirror Image, Mind Barrier
9th - Counterspell, Glyph of Warding
13th - Polymorph, Hallucinatory Terrain
17th - Cone of Cold, Contact Other Plane     Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Divine Armor. You can use your Channel Divinity to weave Divine Magic to shield you against certain elements. As a reaction, you hold up your holy symbol and command the weave to shield you against elements whenever they make an attack on you. You gain immunity to only one damage type (other than bludgeoning, piercing, and slashing) for 2 rounds.   Tactical Displacement. You can use your Channel Divinity to place strategically move out of combat, teleporting out when in a terrible situation. As a reaction, you can teleport away up to 60ft you can see whenever a creature makes an attack roll against you.   Equivalent Exchange
At 7th level, you tamper with the weave for your own benefits, exchange your efforts in hopes of helping and bettering your allies. When you roll a crit you can choose to treat it as a normal roll, you can then use your reaction to give an ally the crit when they make a save, attack or check. You can only store one crit in this manner, but they must be within 10ft. of you.   Tactical Thinking
At 15th level, you use that concentration for your benefit, when you are concentrating on a spell you can either increase your crit range by 1 or increase you AC by +2, you also gain resistance to the spells damage type, if it doesn't have a type you can choose one from fire, cold, lightning, thunder, or acid.     Trump Card
At 20th level, once per long rest for 1 minute as an action you can show your tactical genius to gain an advantage, sacrificing concentration for the benefits of your allies. Each ally within 30ft of you gains +1 to A.C., you can give a number of creatures up to your charisma mod temp hit points equal to two times your paladin level. Each ally within 30ft ignores damage resistance and treats immunity as resistance. While doing so, you can’t hold concentration on spells.

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