Paladin
Base Class: Paladin

Tenets Of The Guardian

The tenets of the Oath of The Guardian  drive a paladin to defend and guard those who can protect themselves.

defend others. defend others from harm, in and out of battle.

lay down your life for others. whenever someone you trust or care about is in trouble, you must defend them, even if it costs you your life.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

fight for other. You must fight for others who can't fight for themselves, or are unable to fight.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

  • spiked defence. Immediately after you are dealt damage by a creature within 10ft, you can use your Channel Divinity as a bonus action, you can deal radiant damage equal to the amount of damage they dealt to you + your level in this class.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

guiding bolt, heroism

5th

magic weapon, heroic intervention[homebrew spell]

9th

haste, [spell]protection from energy[/spell]

13th

freedom of movement, mass cure wounds

17th

death ward, flame strike

Aura of the guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. whenever a creature within 10ft of you takes damage, you can use your reaction to magically take that damage, instead of that creature Talking it. this feature docent transfer any other affects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

glorious defence

 

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The Defender

  • You are blessed with an otherworldly presence, gaining +10 AC.
  • Once on each of your turns, you can use a action to give your allies in a 30ft radius +8 AC for 1 minute.
  • If you or a ally fail a saving throw, you can use up a reaction and to reroll or allow your ally to reroll by using a 3rd level spell slot along with your reaction. You or they must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again

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