Paladin
Base Class: Paladin

When the darkest beings and the most dangerous entities are sealed away to protect the realms of mortals, Paladins who take the Oath of the Warden step up to accept the burden of watching over their detained entity. Some Paladins who take this Oath draw power from their own sheer force and resolve to protect the world and those they love. Others might be given powers by the being who tasked them with acting as warden to their burden. Either way, a Paladin of the Warden relies on being able to navigate difficult situations and protect both themselves, their loved ones, and the horrid treasure they guard.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

protection from evil and good, guiding bolt

5th

spiritual weapon, misty step

9th

counterspell, wind wall

13th

guardian of faith, banishment

17th

dispel evil and good, wall of stone

Channel Divinity

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

Steadfast Hand. When you make an attack, you can spend points of lay on hands to boost your attack roll. You cannot spend any number of points higher than your charisma modifier at a time (minimum of 1).

Steadfast Shield. When a creature makes an attack roll against you, you can use your reaction to spend a number of lay on hands points to increase your armor class by the amount spent until the start of your next turn. You cannot spend any number of points higher than your charisma modifier at a time (minimum of 1).

 

 

Aura of Warded Souls

Starting at 7th level, you fill nearby creatures with the energy of protection. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be frightened, stunned, or petrified, and ignore penalties on movement when standing up from being knocked prone

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Containment Surge

At 15th level, you can call on the force of your own willpower to protect and contain as a reaction whenever a creature moves into or out of your reach. The creature must succeed on a Charisma saving throw against your spell save DC or be stunned. If the creature is a Fey, Fiend, or Aberration, and its roll is a 1 before modifiers, the creature is instead banished back to their home plane.

Reckoning of the Warden

At 20th level, you learn to channel the power of the containing forces between realms to briefly become a paragon of control and order. As an action, you embrace these binding primordial forces to gain the following benefits for 1 minute:

  • You gain an extra attack during each of your attack actions.
  • Fey, Fiends, and Aberrations that you land a critical hit on are banished to their home plane.
  • You can cast spells that have a casting time of an action as a bonus action.
  • You cannot be charmed, blinded, or deafened by spells and features of Fey, Fiends, and Aberrations.

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

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