Paladin
Base Class: Paladin

The job of the oathkeepers is to ensure that every paladin and cleric that has taken up an oath will keep it. Violence isn't always the first option but is always their in case the ones who broke their oath refuse to cooperate with the oathkeepers. Dealing with powerful creatures such as other paladins and clerics, especially the ones who have become oathbreakers can be quite hard at times, for sometimes they made deals with and work with demons and the like. So oathkeepers are given an angelic protector each to help them at their most troubled of times that specializes in keeping the oathkeeper and their allies safe while also be good at dealing damage, especially to unholy creatures. Oathkeepers have a hard time in their journeys for they have to fight some of the most powerful of foes, sense they not only have to deal with the paladins and clerics that go against their oaths but they also have their own oaths to keep that can involve the likes of demons and other powerful evils. So their are not a lot of oathkeepers around the world, making them one of the rarest of paladins in the worlds. 

Channel Divinity

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

Oath-Watcher. As an action you can summon a celestial protector which uses the Oath-Watcher stat block that goes during your turns in combat. Once summoned, the celestial lasts for an amount of hours equal to your proficiency bonus unless it is defeated or you use a bonus action to send it back home or if it ends its turn more than 500ft from you. If you break your Oath in an unforgivable way (DM's choice) then you will lose this ability and this celestial will be called in at full hit points and try to take you down along with all other creatures that partook in the breaking of your oath. 

Oath-Blade. As an action, you can call forth a sword made of pure angelic power that is a weapon in which you are proficient with. It does 2d8 plus your Charisma modifier radiant damage on a hit and causes fiends or undead that are hit by this to have to make a WIS saving throw against to your paladin spell save dc. On failure, it is turned for 1 minute or until it takes damage. The Damage on the Oath-Blade increases to 3d8 at level 5, 4d8 at level 10, 5d8 at level 15 and 6d8 at level 20. If you hit a creature that is not evil with this then it does 1d8 less radiant damage on a hit and if you hit a creature that is good with this then it does 2d8 less radiant damage on a hit, though if you hit a paladin that has the oathbreaker subclass with this then it does an additional 1d8 radiant damage. Finally this weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond and last for 1 minute. 

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.

Medium Celestial (Angel), Any Good Alignment
Armor Class 12 + PB (Natural armor) 
Hit Points 10 + 7 times your paladin level 
Speed 30 ft., fly 35 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +(4 + PB), CHA +(5 + PB) 
Skills Athletics +(4 + PB), Perception +(2 + PB), Religion +(1 + PB) 
Damage Immunities Radiant 
Senses Truesight 60ft, Passive Perception 12 + PB 
Languages Celestial, Common Common, celestial 
Challenge Half your Paladin Level
 
Proficiency Bonus Equal yours 

Beacon of Protection. All ally creatures within 10ft of the Oath-Watcher are immune to becoming frightened. This aura increases to 30ft when the paladin's aura also increase at level 18. 

Spellcasting. The [Oath-Watcher] is the same level spellcaster as its' summoner and it can use its' action and bonus action to cast a spell that its' summoner can cast, using their spell slots along with any of their modifiers or saving throws if any are used. 

Actions

Celestial Blade. Melee Weapon Attack:  Proficiency bonus + your Charisma modifier to hit, reach 5 ft., 1 target. Hit: (1d4 + Proficiency bonus) slashing damage and (1d4 + your Charisma modifier) radiant damage. At level 5 the slashing damage is instead 1d6, at level 9 the radiant damage is instead 1d6, at level 13 the slashing damage is instead 1d8 and at level 17 the radiant damage is instead 1d8. 

Angelic Guidance. Until the start of the Oath-Watcher's next turn, target creature gains 1d4 to the next roll they make. At level 10 this bonus is instead 1d6 and at level 20 it is instead 1d8. 

Angelic Touch (1x a Summon). The Oath-Watcher restores 2d4 plus your Charisma modifier hit points to target creature within 50ft of it. The amount of hit points restored by this ability increases to 2d6 at level 5, 2d8 at level 9, 3d8 at level 13 and 4d8 at level 17. 

Bonus Actions

Celestial Movement. As a bonus action, the Oath-Watcher or its' Oath-Keeper teleports to a unoccupied space it can see within 10ft of it. At level 17 the distance it can teleport increases to 30ft. 

Reactions

Angelic Protection. As a reaction the Oath-Watcher uses its' wings to reduce the damage of one attack it can see within 10ft of it by an amount equal to 1d4 + your Charisma modifier and instead takes the damage itself. At level 5 the amount reduced increases to 1d6, at level 9 it is 1d10, at level 13 it is 2d6 and at level 17 it is 2d8. 

Description

Oath-Watchers are beautiful angelic beings that slightly resemble the individual paladins they watch over. This can be either a very small amount such as they both have black hair or it can be a very large amount such as they share a lot of qualities, same hair color, same skin tones, eye color and much more traits. They usually are also paired with paladins that have a similar personality to theirs, such as they both could be very lazy and not want to do their jobs but will still begrudgingly do it because it is their oath hence them being able to be any good alignment. Besides that, Oath-Watcher usually feel strongly connected to the paladins they watch over and will do what it takes to protect them sense if the Oath-Watcher dies, they will simply go back to their realm until they are re-summoned by their paladin again but if the paladin dies, that usually means their not coming back to the mortal worlds. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Safe-Keeping

Starting at 7th level, you and friendly creatures within 10 feet of you gain your Charisma modifier in temporary hit points at the start of each of their turns while you are conscious. 

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

Pure Angelic Power

Beginning at 15th level, when you use your channel divinity to summon your Oath-Watcher, both it and all of its' allies within 50ft of it gain 2d8 plus your Charisma modifier temporary hit points and also restore 2d8 plus your Charism modifier hit points as it spreads open its' wings and lets fourth some of its' divine power. While when you use your channel divinity to call forth your Oath-Blade, all creatures of your choice within 50ft of you have to make a Dexterity saving throw against your paladin spell save dc or take 2d8 plus half of your paladin level fire damage and 2d8 plus half of your paladin level radiant damage and become blinded and deafened until the start of your next turn on a failed save or take half as much damage without being blinded and deafened on a successful one as you let fourth a flash of your divine power for the world to see temporary. 

Breaker of breakers

As an action, you can transform into your Breaking Form for 1 minute. While in your breaking form you add your Charisma modifier to all of the damage you do, you ignore any radiant damage resistance and immunities and you get one free use of your channel divinity options that you can use immediately when you enter this form. If you chose to summon your Oath-Keeper, then it also gains the same benefits as you from the Breaking Form except the free channel divinity and if you chose to call fourth your Oath-Blade, then its' damage increases by 1d8 radiant damage on each of its' hits and the initial damage from Pure Angelic Power increases by 2d8 fire damage and 2d8 radiant damage. In addition, for the duration of Breaking Form, you have advantage on saving throws against spells cast by fiends, undead or oathbreakers. 

Once you use this feature, you can't do so again until after you have taken a long rest and you gain 1 level of exhaustion until after you have taken a long rest or it has been removed. 

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