P rotection. Devotion. Justice. Salvation. Any individual who holds the title of Paladin has, at least once in their life, harbored within themselves the desire to embody such ideals. And worthy values they are; the undeniable defining attributes of a paragon. But for some… ideals are not enough. In order to protect, you must be able to oppose. In order to devote, you must be able to sacrifice. In order to deal justice, you must be able to take away. Salvation requires not the flaws of a human, but the impregnability of a pillar. To he who deems to take this oath, one truth is absolute: You are not wielding the shield. Though the exact words and strictures for the Oath of the Wall vary, paladins of this oath share these tenets. Stand Tall. No matter how strong the wind that assaults it, a well-built wall does not falter. Block All. While you stand as the barrier, no threat shall pass through. Protect the Small. Those who hide behind a wall should feel the safety it provides. Never Fall. As long as you find yourself in battle, your back must never touch the ground. You gain oath spells at the paladin levels listed. Oath of The Wall Spells Paladin Level Spell 5th Calm Emotions, Enhance Ability 13th Death Ward, Freedom Of Movement When you take this oath at 3rd level, you gain the following two Channel Divinity options: Impenetrable Defense As an action, you steel yourself against the incoming blows, gaining resistance to bludgeoning, slashing and piercing damage, as well as advantage on Constitution saving throws, for up to 1 minute. You must be wearing heavy armor or wielding a shield to use this feature. While you are benefitting from it, your speed decreases by 10 feet and you make Dexterity saving throws at disadvantage. Immovable Force As a bonus action, you harden your resolve to fulfill the tenets of your oath. For the next minute, you are immune to the prone condition, and cannot be moved against your will. If a creature misses you with a melee attack while you are under the effects of this feature, you may choose to make a Charisma (Intimidation) check against them (no action required). The DC is equal to the target's Passive Insight. On a success, the target becomes frightened of you until the end of their next turn.
This 3rd-level feature replaces the Divine Health feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can use your Charisma modifier instead of Dexterity when determining your AC. Additionally, if you have a size of Medium or greater, you provide half cover to any allies standing within 5 feet of you. As usual, a target may only benefit from cover when the attack or effect in question originates on the opposite side of that cover. You can’t provide cover to an ally of greater size than yours. If the ally is of smaller size than yours, they are granted threequarters cover instead. Starting at 7th level, your impervious stature imparts a sense of stability that reassures your companions against any threat the group may face. While you are conscious, whenever you or an ally within 10 feet of you are subjected to an ability or spell that allows one to make a saving throw to reduce or negate its effects, the creature can treat a roll of 5 or lower as a 6. Once you reach 18th level, the range of this aura increases to 30 feet. Fighting Style: Fortress While wielding one shield in each hand during combat, they grant a total bonus of +3 to your AC. Additionally, the shields are considered melee weapons with the Heavy property for you, dealing 1d6 bludgeoning damage on a hit. At 15th level, your hardened will shakes off any obstacles that would impede your path. Whenever you are required to make a saving throw to take only half damage, you instead take no damage if you succeed on the save, and only half damage if you fail. If you are under the effects of your Channel Divinity, this also applies to any allies within 5 feet of you. At 20th level, you become the embodiment of your ideals, truly akin to a living shield: You gain the Protection and Interception options from the Fighting Style list. If you already have one or both of these styles, you gain one other Fighting Style option of your choice for each that you already possess. When activating either Protection or Interception for the first time on a round, you don't expend your reaction. Rather than expending one use of your Channel Divinity, you may choose to activate the Immovable Force feature by expending a spell slot instead. You regain the ability to do this when you finish a short or long rest. When using the Impenetrable Defense feature, your movement speed is no longer decreased.