Paladin
Base Class: Paladin

A Guardian Paladin is a dedicated protector, sworn for life to safeguard a single individual chosen by the gods. This chosen one is deemed by the deities as pivotal for the realm's prosperity, and thus, the Guardian Paladin commits their existence to this person's protection. The destiny of the Guardian Paladin is inextricably tied to their Ward, a bond forged during the grand Ceremony of the Mirror. This rite marks the transition from Paladin to Guardian Paladin. In the ceremony, the Paladin gazes into the mirror to behold their Ward for the first time. Upon identifying the Ward, the Guardian embarks on a quest to meet their Ward in person and finalize the ceremony by reciting the Oath of the Guardian, thereafter, dedicating their life to the defense of their Ward.

Oath of the Guardian Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Guardian Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Absorb Elements, Shield
5 Misty Step, Mirror Image
9 Blink, spirit guardians
13 Death Ward, Fire Shield
17 Dispel Evil and Good, Mislead

Line of Defense

As an action, you conjure an ethereal string linking you to your ward, which lasts for 1 minute or until you dismiss it as an action. During this time, neither you nor your ward can be involuntarily moved more than 30 feet apart. Should either of you need to make a Strength saving throw or ability check to resist being displaced beyond this range, you gain advantage as long as the string is active. If a spell or magical effect attempts to teleport either of you more than 30 feet from your ward, both of you gain advantage on the saving throw. The string, being ethereal, is impervious to the material plane. Additionally, when your Ward takes damage and is within 30 feet of you, you can use your reaction to switch places with your Ward. You appear where your Ward was, and your Ward appears where you were. Your Ward takes the damage from the initial attack. However, any subsequent attacks following the triggering attack will target you instead.

Aura of Allocation

Your connection to your Ward enables you to cast spells with a range of self on your Ward. When your Ward is within 10 feet, you may target them with any self-range spell instead of yourself. For spells that involve DC saves or attacks, your Spell save DC and Spell attack modifiers are used. If the spell requires concentration, you as the caster must maintain concentration.

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

Guardians Rebuke

Whenever your Ward takes damage from a critical hit, a spectral guardian materializes behind the attacker and instantly strikes the hostile creature, dealing 4d12 radiant damage and knocking the attacker prone. After the spectral guardian executes its attack, it vanishes.

Loyalty Beyond Death

No matter the situation, the Guardian and the Ward are inseparably linked by destiny. As the Guardian to your Ward, not even death can hinder your duty to protect them. When you fall to 0 hit points, your spirit emerges from your unconscious body. For one minute, you command your spirit form, which uses the statistics of a Deva (Monster Manual) but appears as a glowing, translucent version of yourself. Once your physical body regains at least one hit point, your spirit reunites with it. Certain circumstances will cause your spirit to dissipate, thus, killing you outright. These examples are listed below: 

  • You fail all death saving throws and have died.
  • Your spirit drops to zero hit points.
  • The minute passes and your body has not been healed within the minute timeframe of this feature.

Once this feature is used it cannot be used again for 7 days

Oath Of The Guardian Image

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