Base Class: Paladin
The tenets of the Oath of Guardians has been held by hidden clans and preserved through the turmoil of the past. Emphasizing the preservation of life and the power of a strong community, they prefer to let the law of the land handle those who cross them, even exiling those from their Sanctuary who threaten their communities in some way, rather than directly punish; but they can and will take a life if necessary. The pillars of this Oath are simple:
Family: Whether by blood or by adoption, family must be defended first to guarantee the survival of the Oath, even if retreat is necessary to ensure it. Their community viewed in the same category, though by contract.
Education: The more you learn, the more capable you are of defending yourself, your Oath, and those under your care in order for the family and the Oath continues. Knowledge is the best defense against threats.
Defense: Knowledge of combat and tactics are important to the defense of yourself and the family, but not at the expense of being able to defend against other attacks, whether physical, legal, or otherwise.
Armor: Your devotion may protect you but don't fail to supplement it with additional defenses beyond just the personal in order to defend those under your care and so those who recognize what your armor represents will know where to turn for help.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aura of Unkindness. You can use your Channel Divinity to call upon the Spirit of Nature to distract and confuse your foes. As an action, summon an unkindness (or flock) of spectral ravens to harry your foes. Creatures hostile to you within 30 feet gain disadvantage on attacks and saves against you and your allies. After 1 minute, the ravens vanish.
Turn the Weak. You can use your Channel Divinity to call upon your inner strength to project an aura disconcerting to beasts and humanoids. As an action, you whisper a catechism of faith, and each beast and humanoid within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
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.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Martyrdom
Beginning at 7th level, your notoriety, true or embellished, has preceded you. Hostile creatures within 15 feet of you turn their attention to you, targeting you first whenever possible.
At 18th level, the range of this aura increases to 30 feet.
Blessing of the Pack
Starting at 15th level, when you are incapacitated or unconscious, you are defended by a ghostly wolf (use the stats for wolf) until awakened or you are killed. You decide the wolf's actions until it disappears upon waking or death.
Additionally, if a creature deals damage to you, you may use your reaction to have your ghostly wolf make one attack against that creature.
Protector of Balance
At 20th level, you may become an avatar of Nature, taking on the appearance of either a raven or wolf, your choice.
You call upon your spark of divine power in defense of the natural balance of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
- You gain darkvision with a range of 120 feet.
- You have advantage on attack rolls against non-humanoids and non-beasts.
- You and your allies have advantage on death saving throws while within 30 feet of you.
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Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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