Paladin
Base Class: Paladin

The Oath of the Guardian charges a paladin with the protection of a special individual or a people until death. A warrior who devotes themselves to this oath has a strong sense of duty, and will not shy away from self-sacrifice if it means saving those they protect. Paladins who take this oath might have been charged to protect an important individual, or taken it willingly to guard the one they love. Alternatively, a guardian paladin may have chosen to protect the weak, the poor or the needy; races or groups who suffer from persecution by those who have more than them.

TENETS OF THE GUARDIAN

The tenets of the Oath of the Guardian charge a paladin to be selfless and diligent in their protection.

Selfless. One cannot truly protect their charges if they are not willing to make the ultimate sacrifice in the name of their oath.

Kindness. All people deserve to be treated with respect and kindness, especially those that have fallen upon hard times. Be willing to help those in need wherever you travel.

Vigilance. Being a true guardian means that you must be prepared at all times to fulfill your duty. Whether that be standing guard throughout the night or fighting against overwhelming odds, this oath has no time for indecision and laziness.

Asceticism. Your heart and mind must remain clear and void of all temptation, for you cannot stray from your path lest your charge be stolen away into the darkness. Avoid overindulgence, for this may cloud your judgement. At all times, you must hold your task and your duty at the forefront of your mind.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Guardian Spells

Channel Divinity

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

Spirit of Protection. As a bonus action, you can summon an intangible spirit of a long dead protector in an unoccupied space within 30 feet, that lasts for 1 minute or until dismissed. Whilst the spirit is within 5 feet of another friendly creature, that creature gains a +1 bonus to their AC, and the first time an enemy creature moves within 10 feet of the spirit on its turn, or begins its turn within 10 feet of it, the enemy creature takes 1d8 radiant damage. Additionally, whilst the spirit is within 5 feet of another friendly creature, if that creature is hit with an attack, you can use your reaction to cause the spirit to throw itself in front of the attack. All damage from the attack is reduced to 0 and the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet.

Divine Aid. When a friendly creature within 30ft of you fails a saving throw, you can use your reaction to add your Charisma modifier to the number rolled and make the total the new result of the saving throw.

Devoted Protector

Beginning at 7th level, you can move to position yourself in front of an ally to take an attack for them. When a friendly creature within 10 feet of you is attacked, you can use your reaction to move up to 10 feet towards that creature, without provoking opportunity attacks, and make yourself the target of the attack. 

The range of this effect and the distance you can move increases to 20 feet at 13th level and to 30 feet at 18th level.

Avenge the Fallen

From 15th level, when a friendly creature dies or is reduced to 0 hit points within 60ft of you, you fly into a vengeful fury. For the next minute, you can take one additional action per turn and you gain temporary hit points equal to twice your level. In addition, you have advantage on all attacks made against enemies who are within 10ft of an unconscious friendly creature for the duration. When this feature ends, you gain 1 point of exhaustion. You can only use this feature once per long rest.

Mighty Defender

At 20th level, you become the ultimate defender for those in danger. As a bonus action, you gain the following benefits for 1 minute:

  • All friendly creatures, including yourself, within 10 feet of you have resistance to all damage dealt by creatures other than themselves.
  • When a friendly creature other than yourself within 30 feet is reduced to 0 hit points, you can use your reaction to immediately restore 15 hit points to that creature. You can only use this feature once per creature per long rest.

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

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