Paladin
Base Class: Paladin

The Oath of the Warden may be undertaken by a Paladin of Helm under the Order of the Knights Errant. Doing so binds the Paladin to the Order as they begin their journey to becoming a Warden of Helm. Those who take this oath will travel the land, seeking out injustice and protecting those who cannot protect themselves. All Wardens specialize in longsword combat, though they are proficient with all martial weapons. They are only ever seen in their preferred heavy armor, generally plate or splint, and are forbidden to be seen by those outside of the order without it donned. However, there is leniency in how the armor is to be crafted, allowing Wardens to customize it with different ornaments or colors. The only requirement is for Helm's holy symbol to be embossed on either a pauldron or the breastplate.

Channel Divinity

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

Sacred Shield.

As an action, you can imbue one shield or set of armor that you touch with positive energy, using your Channel Divinity. For 1 minute, you add half of your Charisma modifier (rounded down) + 1 to the AC of the creature that is using the affected equipment. This item glows dimly with the energy it was infused with, shedding a dim light 20 ft around it.

You can end this effect on your turn as part of any other action, or if you fall unconscious, this effect ends.

An Unsleeping Eye.

As an Action, you can call upon the vision of Helm and channel it through your holy symbol, using your Channel Divinity. For 1 minute, if you or a friendly creature within 20 feet of you makes a Wisdom (Perception) check, they may add your Charisma modifier to the roll for the next 5 minutes. If the roll on the dice is 4 or below, it may be rerolled, taking the new number regardless if it is lower. If you take damage, you must make a concentration check to maintain the effect for all affected creatures.

You can end this effect on your turn s part of any other action, or if you fall unconscious, this effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Guardianship

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Ceaseless Watcher

Beginning at 15th level, you are considered one of Helm's Unsleeping Eyes. You no longer suffer disadvantage when making perception checks based on vision, regardless of weather, brightness, or other modifiers. You also cannot be blinded.

Paragon of the Wardens

At 20th level, as an action, you channel the strength and courage of the first Wardens that fought in the Times of Enmity for 1 minute.

As a bonus action, you can influence the mind of a creature you see within 30 feet of you. The affected creature must target you for any spells or attacks it wants to make until the end of its turn. When you use this feature, you gain +3 to your AC and advantage on any saving throw the creature forces you to make.

For the duration, you have advantage on Constitution saving throws and may add your Constitution modifier to any Death saving throw a friendly creature makes within 30 feet of you.

In addition, you have advantage on any attacks made against a creature that is within melee range or has made an attack against a friendly creature or targeting a friendly creature with a spell or effect. You deal an additional 10 radiant damage against a creature that prompts this feature.

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

Comments

Posts Quoted:
Reply
Clear All Quotes