Paladin
Base Class: Paladin

The Oath of the Guard are loyal protectors of the region, city, or group they serve. They are trained in skills that make them excellent investigators, fighter, and scouts making them excellent members of a city guard, personal bodyguards, or even bouncers of shifty underground groups.

Tenets

Protection. You will protect the group you've sworn to guard 

Loyalty. You are loyal to the group that you have sworn to guar. 

Investigation. You are trained to investigate crimes--collecting information and clues. 

Intuition. You are good at reading and getting information out of people (alive or dead!)

Channel Divinity

Starting at 3rd level, you gain two Channel Divinity options:

Menacing Presence.
Using a bonus action, you can distract a target with your menacing presence. The target must be able to see you and be within 30' of you. They have disadvantage on all saving throws for 1 min. At the end of each of their turns, they can roll a Wisdom saving throw against your Spellcasting DC Modifier, and the effect end on a successful roll.

Stunning Weapon.
At the start of your turn, you can channel extra magical power into your weapon. Until the end of your next turn (including reactions between your turns), any creature that is successfully hit with an attack roll with that weapon must make a Wisdom saving throw against your Spellcasting DC. On a fail, the creature is stunned until the end of your next turn. If the weapon is not already magical, it is magical until this effect on it ends.

Oath of the Guard Spells

You gain Oath spells at the paladin levels listed.

Oath of Devotion Spells

Martial Training

Starting at 7th level, you choose 2 of the following maneuvers that you have learned while training. You are limited to 3 uses and regain the maneuvers during a short or long rest. However, you can only use a single one per combat round. 

  • Aggressive Attack. During your first turn when you take the Attack action, you have advantage on attack rolls against any creature that hasn’t taken a turn. If any hit the target during a surprise where the target is surprised, it is considered a critical hit.
  • Cunning Action. On your turn, you may use your bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you fail.
  • Parry. You may use your reaction may add your Wisdom Modifier to your AC against one melee attack that would hit you. To do so, you must see the attacker and be 
Aggressive Attack

During your first turn when you take the Attack action, you have advantage on attack rolls against any creature that hasn’t taken a turn. If any hit the target during a surprise where the target is surprised, it is considered a critical hit.

Cunning Action

On your turn, you may use your bonus action to take the Dash, Disengage, or Hide action.

 

Evasion

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you fail.

Parry

You may use your reaction may add {{modifier:wis}} to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon.

 

Expert Listener

Starting at 7th level, you gain the ability to understand all spoken word. You can cast Comprehend languages without using a spell slot. You can use this feature once between long rests. The spell does not count against your prepared Paladin spells.

Expert Investigation

Starting at 15th level, you have become an expert at finding traps and secrets. You gain the effects of the Find Traps and True Seeing on yourself only. You can cast them simultaneously for one hour even though the spell duration is shorter. You regain this effect after a long rest. 

Ready and Alert

Starting at 20th level, you can avoid many effects that target you. You have proficiency on all saving throws.

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