Paladin
Base Class: Paladin

Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.

Tenets of the Warden

The oath of the warden generally specifies the following tenets.

Fellowship. Those who fight alongside you are your brothers and sisters in arms, protect them at all costs.

Resolve. You may face overwhelming odds and foes. You must stand as an unwavering bastion before them.

Protect the Innocent. You must defend the innocents just as you would defend your allies or yourself.

Discipline. You are the shield against all misdeeds and darkness. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells
Paladin Level Spells
3rd [Tooltip Not Found], [Tooltip Not Found], shield
5th [Tooltip Not Found], [Tooltip Not Found]
9th [Tooltip Not Found], [Tooltip Not Found]
13th [Tooltip Not Found], [Tooltip Not Found]
17th [Tooltip Not Found], [Tooltip Not Found]

Channel Divinity

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

Warden's shout. As an action, the Imperial Warden can release a magic filled shout. All allies within 60 feet of the Warden are bolstered by the reassurance of the Warden, and gain temporary hit points equal to the paladin's class level and proficiency bonus.

Alternatively, the Warden can choose to attempt to intimidate enemies with their shout. All enemies within 60 feet must make a Wisdom saving throw equal to the Warden's saving throw, or be feared until the end of their next turn. While an enemy is feared like this their speed is reduced to 0. On a successful save there is no effect.

Zone of Defense. As a bonus action, you mark an ally within 15 ft with your Channel Divinity for 1 minute. All attacks against that ally have disadvantage. An attack at disadvantage made against your ally provokes opportunity attacks from you and you move into range of them.

Aura of Gravity

Starting at 7th level, a Warden's presence is a weight to their enemies, but keeps their allies fleet footed. Enemies within 10 feet treat your radius as difficult terrain, while allies have advantage on Dexterity saving throws, and are immune to effects that would displace them or knock them prone.

Additionally as a bonus action, you can bolster an ally to move up to half their movement. This movement does not provoke attacks of opportunity. You can use this feature a number of times equal to your Charisma modifier. You regain uses at the end of a long rest

Bolster of the Warden

Starting at 15th level, the Warden carries the will of the entire empire behind them. As a bonus action they can embolden themselves or an ally they can touch. The creature affected with this ability has a bonus to all saving throws equal to the Warden's proficiency, and they gain temporary hit points equal to twice the paladin's class level plus charisma modifier. These benefits last for 1 min, or until you use this feature again. You can use this feature a number of times equal to your Charisma modifier.

In addition when you gain this feature, choose one of the following damage types: bludgeoning, piercing, or slashing damage. You gain resistance to the chosen type.

 

Resistance - Bludgeoning

In addition when you gain this feature, choose one of the following damage types: bludgeoning, piercing, or slashing damage. You gain resistance to the chosen type.

Resistance - Piercing

In addition when you gain this feature, choose one of the following damage types: bludgeoning, piercing, or slashing damage. You gain resistance to the chosen type.

Resistance- Slashing

In addition when you gain this feature, choose one of the following damage types: bludgeoning, piercing, or slashing damage. You gain resistance to the chosen type.

Warden Incarnate

At 20th level,  you become the embodiment and will of both the empire and your gods. As an action, you can activate the ability, and gain two from the benefits below for 1 minute. Once you do it, you can't do it again until you finish a long rest:

Wardens Protection
You are immune to Necrotic and have resistance to all damage.

Arcane Weapons
Your weapons attacks also deal an additional 2d10 Radiant or Force damage with every hit (your choice).

Imperial Magic
All spells and attacks with a weapon ignore damage resistance.

True Imperial Aura
All auras that bolster allies gain a range of 60 feet.

Will of the Empire
Your will is nigh unconquerable. You have advantage on all saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.

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