Base Class: Paladin
Restriction: Adept (Earth) or Adept (Water) Background only
The Guardian follows in the footsteps of Azul, daughter of Venus and Mercury. As such, only Adepts with a natural affinity for earth or water magic will succeed as a Guardian.
According to the tales, Azul was the daughter of Venus as Mercury, and was one of the first adepts. A warrior and a healer, Azul was a staunch defender of good. According to legend, Azul was the first Adept to learn how to heal wounds with magic. The Guardian emulates Azul, using earth and water magic to bolster and defend their allies.
TEACHINGS OF AZUL
The teachings of the hero Azul have been preserved by the people of The Vale for countless centuries.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Honesty. Don’t lie or cheat. Let your word be your promise.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Channel Divinity
At 3rd level, you gain the following two Channel Divinity options.
Guardian Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated, if you die, or if the creature is more than 30 feet away from you.
Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier (minimum 1 damage).
Guardian Spells
You gain additional spells at the paladin levels listed.
Guardian Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
Freezing Smite, Misty Step |
|
9th |
|
|
13th |
|
|
17th |
Aura of Warding
Beginning at 7th level, wisps of blue and amber energy surround you and protect you from other spellcasters. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Eternal Guardian
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Incredible Defenses
At 20th level, when you are in danger, you are protected by swirling water and rock from your innate defensive magic, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes bludgeoning damage equal to half the damage you take from the attack as the water and rock lashes out in retaliation.
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Posted Jul 2, 2021I recommend that if you do homebrew, you do more than just select a bunch of already existing Paladin Subclass features and mix them together.
Your level 20 ability is currently the same as an Oath of Redemption Paladin's level 20 ability without the drawback. Even if you don't mind giving your homebrew subclass a similar ability to an already existing subclass, you should either make the ability have a time limit or give it a drawback. For the Oath of Redemption Paladin, the huge drawback for that effect is, that they can't attack a creature, otherwise they lose the damage reduction and half damage returned to them.
Your Level 15 ability is a copy of the Oath of Ancients Paladin's Level 15 ability.
Your Level 7 ability is again a copy of the Oath of Ancients Paladin's Level 7 ability.
Your Channel Divinity: Guardian Challenge is the Oath of Crown's "Champion Challenge"
In my opinion, it takes more than just one new Channel Divinity (which you designed nicely) and a different spell list for a subclass to feel unique. To truly give your homebrew subclass a different playstyle from existing subclasses, you could think about what you want to emphasize about your subclass and build the abilities around that idea.