Paladin
Base Class: Paladin

The Oath of Guardianship binds a paladin to the protection of their companions, vowing to stand as a shield between danger and those they cherish. Paladins who take this oath are resolute in their determination to defend their allies, always prioritizing the safety of others over their own. These paladins believe that true strength lies not in destruction, but in keeping others safe from harm.

This subclass focuses heavily on protecting and supporting allies, with mechanics that allow you to intercept damage, enhance defenses, and help fallen comrades recover. It combines self-sacrifice with powerful defensive abilities to ensure that you are always the guardian of your group.

Tenets of Guardianship

The tenets of the Oath of Guardianship focus on defense, loyalty, and self-sacrifice.

- Stand Vigilant: Always be aware of danger and prepared to protect your allies, even if it means personal harm.
- Selfless Sacrifice: Be willing to sacrifice your well-being for the sake of those you protect.
- Shield of Hope: Serve as a beacon of hope and reassurance, inspiring your friends even in the darkest times.
- Guard the Innocent: The innocent and the defenseless must be protected from harm, whether they are your companions or strangers.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level | Spells 

Core rule option:

3rd Shield of Faith, Bless
5th Aid, Warding Bond
9th Beacon of Hope, Spirit Guardians
13th Death Ward, Guardian of Faith
17th Wall of Force, Circle of Power

Channel Divinity

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

- Aegis of Protection: As an action, you can use your Channel Divinity to create a protective aura around your allies. For 1 minute, all friendly creatures within 30 feet of you gain a +1 bonus to AC, and they have advantage on Dexterity saving throws. The aura follows you wherever you move.

Intervening Shield:

When you see an ally struck down by an enemy within 60 feet of you, divine energy surges through your body, compelling you to act. As a reaction, you raise your shield high and charge toward the fallen ally with all the speed and determination your oath grants. For each attack of opportunity made against you along the way, the holy energy surrounding your shield grows brighter and stronger.

If you reach your downed companion, your shield releases a radiant pulse of protective energy, immediately closing their wounds and restoring life to their body. The amount of healing is equal to 1d6 + Xd6 (where X equals the number of attacks of opportunity made against you during your charge). The healing energy knits flesh and bone with divine light, pulling your ally back from the brink of death.

As you stand over your healed friend, your shield still glows with the remnants of holy power, reflecting your unyielding oath to defend those you care for, no matter the cost.

Aura of Sanctuary

Starting at 7th level, a healing aura emanates from you at the start of your turn, bolstering both yourself and your allies. A soothing wave of divine energy radiates in a 10-foot radius around you, restoring 1d4 hit points to you and 1d6 hit points to each of your allies within the aura.

This healing aura remains active as long as you are conscious and not silenced. If you fall unconscious or become silenced, the aura fades until you regain consciousness or can speak again.

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

Valiant Guardian

Starting at 15th level, when you use Intervening Shield, you gain resistance to all damage from that attack. In addition, when a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction to move up to your speed towards the creature and give them advantage on their next death saving throw. If they regain hit points, they can immediately stand up without using any movement.

Unyielding Defender

At 20th level, you can become the ultimate shield for your allies. As an action, you can undergo a transformation for 1 minute, gaining the following benefits:

- You gain resistance to all damage.
- Friendly creatures within 30 feet of you gain a +2 bonus to their AC and saving throws.
- When a friendly creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can cause them to drop to 1 hit point instead. This can occur once per round.

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

 

Channel Divinity

- Aegis of Protection: As an action, you can use your Channel Divinity to create a protective aura around your allies. For 1 minute, all friendly creatures within 30 feet of you gain a +2 bonus to AC, and they have advantage on Dexterity saving throws. The aura follows you wherever you move.

- Intervening Shield: When a creature within 30 feet of you is targeted by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the target and become the target of the attack instead. You must use this feature before the attack roll is made.

Aura of Sanctuary

Starting at 7th level, your presence shields your allies from harm. When a creature within 10 feet of you is targeted by an attack, you can impose disadvantage on the attack roll as a reaction. You can use this reaction a number of times equal to your Charisma modifier (minimum of 1) per long rest.

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

Valiant Guardian

Starting at 15th level, when you use Intervening Shield, you gain resistance to all damage from that attack. In addition, when a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction to move up to your speed towards the creature and give them advantage on their next death saving throw. If they regain hit points, they can immediately stand up without using any movement.

Unyielding Defender

At 20th level, you can become the ultimate shield for your allies. As an action, you can undergo a transformation for 1 minute, gaining the following benefits:

- You gain resistance to all damage.
- Friendly creatures within 30 feet of you gain a +2 bonus to their AC and saving throws.
- When a friendly creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can cause them to drop to 1 hit point instead. This can occur once per round.

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

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