Base Class: Paladin
The Oath of the Keeper is one of protection and care. Referred to as the Guardians or Mortal Angels they swear to keep watchful eyes on all those around them, being a shield on the backs of those that they serve to protect from the dangers of this world. Paladins that take this oath do so to protect all mortal peoples from the chaotic realm energies that flow around them, reflecting all dangers back to the senders. They usually adorn their armor with the symbol of Helm, mountains, walls, or shields.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
-Mortals Shield. You can use your channel divinity to redirect an attack away from those you swore to protect. Whenever a friendly creature that is within 10 feet of you is targeted by an attack you may use your reaction to intercept the attack. If you do so then you move up to 5 feet closer to the targeted ally and become the new target for the attack.
-Guardians Reflection. You can use your channel divinity to absorb a blow and use the stored energy to boost your own. Whenever you become the target of an attack you can use your reaction to absorb the hit. If you do so, reduce the damage taken by 1d4 and add 2d6 force damage to your next melee attack.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Absorb Elements, Armor of Agathys |
|
5th |
Enhance Ability, Kinetic Jaunt |
|
9th |
Crusader’s Mantle, Wall of Water |
|
13th |
Aura of Purity, Death Ward |
|
17th |
Far Step, Hallow |
Absorption Die
When you take this oath at 3rd level, you have the ability to gain Absorption dice when you take damage.
Each time you take damage from an enemy's attack you gain an absorption die. You are able to gain a number of absorption dice equal to your proficiency modifier. As a bonus action on your turn you can spend an absorption dice to do one of the following.
- Add an absorption die to your hit roll.
- Add an absorption die to your damage roll.
- Add an absorption die to your saving throws.
At 3rd level your absorption dice are equal to 1d6 and increase as you level. 1d8 at 5th level, 1d10 at 9th level, and 1d12 at 15th level.
Aura of the Protector
Starting at 7th level, you can move in the way of any dangers that threaten your allies around you. This aura extends 30 feet centered on you and follows you as you move, whenever a friendly creature becomes the target of an attack while within this aura you can use your reaction to instantly teleport in front of that friendly creature and become the new target for the attack. The attack automatically hits you and any effects from the attack are transferred to you.
At 18th level you take half damage from attacks that are taken due to this Aura.
Empowered Well
Starting at 15th level, you are able to become a well of power by absorbing damage from attacks. You can now spend an absorption die to gain temporary hit points equal to the max result of an absorption die. In addition to this you gain a +1 to your hit and damage rolls for every 2 absorption dice you have.
Mortals Angel
Starting at 20th level, you have become a guardian angel to all those you swore to protect. You can now spend absorption dice to give your allies temporary hit points equal to the max result of an absorption die. In addition to this you may use 2 absorption dice as a bonus action on your turn. You also gain a +1 to your ac for every 3 absorption dice you have.
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