Paladin
Base Class: Paladin

A Paladin who swears The Oath of the Lethal Guardian becomes a vengeful force of nature. Whatever place they now guard is or was a place of great personal significance. Typically it is a place of great personal trauma or loss. They have sworn to keep all sentient beings away and to punish any who trespass. Fear is their most trusted ally. They strike hard at the highest threat first and value the ensuing hunt as the rest of their prey scatter. When the offenders are gone the paladin returns to their resting place and enters a repose until the next time their sacred place is disturbed.

These paladins swear their oaths to a lost family member and hold their vigil in their honor. Others might swear their oath to the god that the family member worshiped in life. Content to let the rest of the world go about its business, typically they will not venture forth unless an outside force acts on them. Perhaps a trespasser escaped and now the paladin is now in unwavering pursuit, or in their hibernation was accidentally swept up and carried away. Where ever they find themselves, these paladins are creatures of habit. Should they leave their sacred place, after a time they will feel themselves being drawn back to that place lest they leave it unprotected.

 

Sacred Oath of the Lethal Guardian

Tenets of the Lethal Guardian

  • Territory: Any fool that enters your domain has invited death.
  • No Escape: Once you set your sight on your target let nothing stop you.
  • Family: Keep the memory of those who've lost close to you.

Expanded Spell List
Paladin Level    Spell
3rd                     Cause Fear, False Life
5th                     Detect Thoughts, Magic Weapon
9th                     Feign Death, Haste
13th                  Compulsion, Freedom of Movement
17th                  Far Step, Holy Weapon

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Signature Weapon
As an action, you can imbue one weapon that you are holding with negative energy using your Channel Divinity. For 1 Minute, you add your Charisma modifier to attack rolls made with that weapon. If the weapon is not already magical, it becomes magical for 1 minute.

The Brave Die First
As an action you force every creature you can see within 30ft of you to make a Wisdom Save. On a failed save, a creature becomes frightened of you, and on their turn must take the dash action to flee from you. The creature with the highest Strength however, must on its turn, move towards you and take the attack action. After the attack is made the target creature becomes frightened.

 

Aura of Feebleness

Starting at 7th level, you emanate an aura 10ft in every direction while you're not incapacitated. Any creature that is frightened of you is weakened. Any damage you take from a frightened creature is reduced by half.

Unstoppable

Should you die, ignore any material cost of a spell that would restore you to life.

Can't Kill the Boogeyman

Anytime your hit points drop to 0 you do not fall unconscious. You are able to stay on your feet and take your turn normally for a number of rounds equal to your Constitution modifier, and all attacks you make are automatically critical hits.

During these rounds, any damage you take reduces your hit points further. Should you reach the negative equivalent of your maximum hit points you die. If you receive any healing while in this state that would make your hit point total a positive number, your attacks return to normal. If you do not have a positive number of hit points by the end of these rounds, you gain 5 levels of exhaustion and fall unconscious and must make death saving throws. However, you do not regain consciousness until you have at least 1 hit point.

You can't use this feature again until your exhaustion level returns to 0.

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