Paladin
Base Class: Paladin

Those rare Guardians who take this Oath of old become masters of both healing and battle. Using the Oath’s radiant power in battle they further the fight beyond what any normal warrior can handle. Fighting for a sense of justice and pushing back evil and its chaotic ways. Each Ancient Guardian shares these ideals but what they love physically manifest on them in different ways making them all visually interesting in appearance. The only consistent physical trait they share are glowing gold symbols around the skin of their bodies. Sometimes one glowing symbol, sometimes more each Guardian is different.

Tenets of the Ancient Guardian: 

- Guard thine mind, thine body, thine spirit like those of whom you serve.

- Know thy way of violence or violence destroy what you preserve. 

- Know thy way of body; so thine radiance renew. 

- until upon thine shield be carried and empyrean a viewed. 

Oath Spells

3rd-level Oath of Ancient Guardian feature

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

Oath of Ancient Guardian Spells
Paladin Level Spells

3rd

guiding bolt, Chaining Strike*

5th

misty step, Aura of Return*

9th

counterspell, Radiant Recovery*

13th

disintegrate, revivify

17th

sunburst, mass healing word

*Homebrewed spells for this subclass

Channel Divinity

3rd-level Oath of Ancient Guardian feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Ancient Return. As a bonus action, you can use this Channel Divinity to augment your aura of return. For the next 1 minutes, you have advantage on spell attacks; half the damage you inflicted on the enemy during each round is distributed to you or the party member of your choice as healing. The default healing is to the party member with the lowest health points receives the healing each round.

Deadly Guardian. After you deal damage to a creature with your Chaining Strike feature, you can use your Channel Divinity as a bonus action to increase the damage to creatures of your choice within 30 ft. of you by 1d10.

Aura of Coehesion

7th-level Oath of Ancient Guardian feature

You emanate an aura that fills you and your companions within 20 feet of you with supernatural martial skill, allowing you to work together across a battlefield. Your allies and your attack rolls increase by +5. In addition, if you aren’t incapacitated, you and your allies have advantage on saving throws and checks for 1 minute.

When you reach 18th level in this class, the range of the aura increases to 30 feet and +10 to attack rolls.

Guardian's Defense

15th-level Oath of Ancient Guardian feature

As a action you call to the Radiants of old for their protection and endurance. Your allies and you are cured and now immune to being paralyzed, blinded, stunned, deafened, petrified, charmed or frightened for this round and the next.

You can use this feature once plus your proficiency modifier (minimum of one), and you regain all expended uses when you finish a long rest.

Radiant Legend

20th-level Oath of Ancient Guardian feature

As a bonus action, you gain the following benefits for 1 minute:

- You gain fly at walking speed, +10

- You are blessed with radiant aura. While active you radiate bright light in a 20 foot radius. You and your allies in view do not take damage.

- The first round this is active creatures within view of you take 5d12 radiant and 1d10 force damage and have to roll a charisma checks if they succeed take half damage.

- Creatures hit by the radiant and force damage in the first round are imbued with a glowing light and any attacks on them has a +10 to any attack rolls made against them.

Once you use this feature, you can’t do so again until you finish a long rest or expend a 5th-level spell slot.

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