Base Class: Paladin
The tenets of the Oath of the Guardian vary by paladin, but all the tenets revolve around the protection of the weak or misjudged. Paladins who uphold these tenets are willing to go to extraordinary lengths to protect the innocent from evil or injustice, using their own sensibilities to differentiate between someone who needs their assistance, and someone who might manipulate others for their own ends. These paladins are often neutral good or lawful good in alignment.
Valour. Always be prepared to stand before evil or injustice to save a life, even in the face of impossible odds.
Discernment. Your ability to defend the weak is wasted on those who feign helplessness. Always know the truth of your charges need.
Resolve. Always continue on in the face of adversity, persevere when others fall short, and be prepared to end a threat permanently to ensure lasting protection of those in your charge.
Character. Your words and your deeds should engender trust, dependability and hope to all those you encounter. You do not know who will be the next to need your protection and your name should be beyond reproach, so as to be the first called upon when destruction is foreshadowed.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of The Guardian Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of The Guardian Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Shield, Guiding Bolt |
| 5th | Silence, Spiritual Weapon |
| 9th | Counterspell, Slow |
| 13th | Death Ward, Guardian of Faith |
| 17th | Greater Restoration, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Challenge. As a bonus action, you compel a creature within 10 feet of you to focus its attacks upon yourself. The creature makes a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on attack rolls for any attack that don’t include you as a target for 1 minute. Creatures who fail this saving throw also takes your proficiency bonus in radiant damage for all attacks not directed at you. The creature can repeat the saving throw at the start of it's turn. On a success, the effect ends.
Steadfast Defense. As a bonus action you grant yourself temporary hit points equal to 10 + Paladin Level + Charisma modifier.
Additional Proficiency
As a steadfast Guardian, putting yourself in harms way has granted you increased fortitude and as a result, you gain proficiency in Constitution Saving Throws.
Aura of Rejuvenation
Starting at 7th level, your divine power is powerful enough to yours and your allies' wounds. Any creature, including you, that is not undead or a construct, regains HP equal to half your paladin level rounded down per round. This only works if you are conscious. The aura, while powerful, is still limited to only 10 feet until later.
At 18th level, the range increases to 30 feet.
Soul of the Defender
Starting at 15th level you can choose to empower yourself with healing energies. After being reduced to 0 hitpoints, on your next turn, you may use a reaction to begin healing hit points equal to your Charisma modifier + your Paladin level every round for 1 minute. Once you use this ability, you can’t use it again until you finish a long rest.
Holy Resolve
At 20th level, as an action, you can cause yourself to become an impenetrable bulwark of divine energy. For one minute, you gain the following benefits:
- Your skin hardens and changes into a platinum sheen, your eyes turn gold, and you have immunity to necrotic, radiant, and all non-magical damage (Piercing, Slashing, Bludgeoning).
- You emanate an area of compulsion of 10ft radius. The first time any enemy creature enters the aura or starts its turn there during battle, the creature must succeed on a Wisdom saving throw (equal to your spell save DC) or direct all its attacks at you. If the creature has an area of effect attack, it must include you as a target. If a target fails the throw and makes an attack against a target that is not you, the attack is at disadvantage, and the target takes radiant damage equal to your paladin level + your Charisma modifier.
- If you start a round below your HP maximum, regain HP equal to twice your charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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9/14/2021 1:15:09 AM
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10/6/2021 12:26:06 AM
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1.1 (Spell and feature tweaks/improvements)
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10/11/2021 4:32:16 PM
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1.2 (Proficiency Fix and Lvl 20 Changes)
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5/16/2023 1:00:29 AM
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1.2A
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