Paladin
Base Class: Paladin

Tenets of the Guardian

  • Accumulation - The foundation of the goddesses power is in the gems and magical items that are offered to her.  Be ever vigilant for means to increase these offerings, either through adventure or business.
  • Herald - Speak the truth of the goddess and spread her message to any that wish to hear it
  • Eradication - Powerful evil exists that could harm the goddess.  Removal of these threats is necessary to protect her

 

Channel Divinity

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

Bejeweled Weapon. As an action, you can surround one weapon that you are holding with encrusted jewels, using your Channel Divinity.  Choose a jewel from the following list:  Jade, Amethyst, or Chyrsoberyl.  Each jewel type grants your weapon different properties for 1 minute. 

  • Jade - The toughest known gem, granting your weapon the Jade property increases its toughness and durability.  Due to the incredible toughness of the weapon, add 1d4 bludgeoning damage to your attacks, regardless of the weapons damage type. Damage versus objects is doubled (except worn or wielded items). Your weapon has a green hue.
  • Amethyst - This gem has long been associated with opulence and royalty, granting your weapon the Amethyst property gives you an aura of nobility.  If you are not in combat, you may add 1d4 on Charisma (Persuasion) checks.  If you are in combat, you may add 1d4 to Charisma (Intimidation) checks. Your weapon glows royal blue.
  • Chyrsoberyl - This gem is believed to protect the wearer and keep danger at bay, granting your weapon the Amethyst property gives it concussive force.  If you successfully attack with this weapon, your target is knocked back 5 feet.  This only effects large or smaller creatures.  If the target cannot be knocked back due to terrain or an obstacle, it is instead knocked prone. Your weapon has a yellow sparkle.

While your weapon is bejeweled, if you score a critical hit, a gem of the same type is created when the affect ends.  This gem will appear in a free hand of the weapon bearer or drop on the ground if both hands are in use.  These gems are cut in such a way as to have no monetary value, but will still be gladly accepted by your goddess as an offering.

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.

Turn Monstrosity - As an action, you present your holy symbol and speak a prayer censuring monstrosities, using your Channel Divinity. Each monstrosity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Guardian Spells

PALADIN LEVEL

SPELLS

3rd

protection from evil and good, faerie fire

5th

lesser restoration, warding bond

9th

remove curse, enemies abound

13th

polymorph, guardian of nature

17th

greater restoration, conjure fey (dryads, pixies, and sprites only)

Aura of the Fey

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage against being charmed and magic cannot put you to sleep, while you are conscious.  If anyone within the aura already has advantage against being charmed, they become immune to charm.

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

Root of All Evil

Starting at 15th level, you have become more adept at rooting out evil. You can perform an Insight (Wis) check on a target against their Deception (Cha) skill to use your divine senses and discern if they are evil. If you succeed, you know their exact alignment and current motive as long as they are evil, otherwise you simply learn their alignment. If the target is found to be evil, all attacks against this target ignore any resistances the target might have.

Monstrous Rebuke

At 20th level, as an action, you can emanate an aura of Rebuke Monstrosity. For 1 minute, every non-humanoid creature in a 30-foot radius is rebuked and has disadvantage on all attack rolls.  If the creature is evil, it also has disadvantage on ability checks.  Leaving the aura ends the effect.

If Turn Monstrosity is used while Rebuke Monstrosity is active, any affected non-humanoid creature becomes incapacitated and can take no actions or reactions.

In addition, for the duration, you have advantage on saving throws against enchantment or illusion spells cast by non-humanoid creatures.

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

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