Base Class: Paladin
The Oath of the Green Lantern is a solemn and binding vow taken by those who wield the Ring of the Emerald Guardian. This oath represents a commitment to use the ring's power responsibly and for the greater good, upholding justice, and defending the innocent.
Oath Tenets:
Pledge of Guardianship: I swear to protect the innocent, uphold justice, and stand as a guardian of all life. With this ring, I pledge my will and my heart to the cause.
Light in Darkness: In the darkest of times, I will be a beacon of hope and courage. My light shall pierce through despair and bring illumination to those in need.
Unyielding Will: I will stand firm in the face of adversity, my will unbroken and unwavering. I shall overcome challenges, and my resolve shall never falter.
Unity of Purpose: I recognize that true strength lies in unity. I shall work alongside my fellow guardians, supporting and aiding them in times of need.
Limitless Imagination: With the power of will and imagination, I shall create constructs of virtue and might. I shall use this power to shape a better world, bringing forth the force of creation.
Ring of The Emerald Guardian
When you choose this subclass, a brilliant emerald ring that you are immediately attuned to appears and situates itself on your finger, granting you the ability to create constructs.
Properties:
- While attuned to the ring, you can use your Charisma modifier instead of your Strength or Dexterity modifier for attack and damage rolls with melee weapon attacks. Additionally, your unarmed strikes deal 1d8 force damage.
- The ring has 3 charges, and it regains 1d3 expended charges at dawn. You can expend a charge to create a simple construct that obeys your mental commands. The construct's statistics are determined by the DM based on its form and abilities.
- As a bonus action, you can create a forcefield around yourself or an ally within 30 feet, granting them temporary hit points equal to your Charisma modifier + your character level.
- The ring can create light equivalent to a torch as an action, or you can expend 1 charge to create the effect of the Daylight spell.
- You can use the ring to communicate with other creatures attuned to a Green Lantern ring within 120 feet as long as they are on the same plane of existence.
Abilities:
- Construct Mastery: You gain proficiency with martial weapons and shields while attuned to the ring.
- Energy Projection: As an action, you can expend 2 charges to unleash a beam of pure energy. Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 4d10 force damage. The damage increases by 1d10 for each additional charge expended.
- Emerald Aura: As an action, you can expend 1 charge to create an aura of green light around you. Creatures of your choice within 10 feet of you have resistance to radiant and necrotic damage. The aura lasts for 1 minute.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emerald Resurgence
Starting at 3rd level, you can use your Channel Divinity to tap into the ring's power and restore your own vitality or that of an ally. As an action, you can touch a willing creature or yourself and expend a use of your Channel Divinity. The target regains hit points equal to 2d6 + your Charisma modifier. (Becomes 3d6 at 6th level, 4d6 at 10th level, 5d6 at 14th and 6d6 at 18th level)Additionally, the target gains temporary hit points equal to your Charisma modifier.
Emerald Fury
Starting at 3rd level, you can use your Channel Divinity to tap into the raw energy of your oath, unleashing a burst of emerald fury upon your enemies. As an action, you can unleash a wave of energy in a 30-foot cone originating from you. Each creature in the cone must make a Dexterity saving throw against your paladin spell save DC. On a failed save, a creature takes radiant damage equal to 2d8 + your Charisma modifier and is blinded until the end of its next turn. On a successful save, the creature takes half damage and isn't blinded.
Additionally, creatures that fail the saving throw have disadvantage on attack rolls against you until the start of your next turn, as the emerald energy continues to emanate from you, disrupting their focus.
Once you use this Channel Divinity option, you can't use it again until you finish a short or long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Green Lantern Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Guardianship
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed or frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Guardian's Vow
Starting at 15th level, you can use your action to invoke the power of your oath, bolstering your determination and resolve. For 1 minute, you gain the following benefits:
- You have advantage on saving throws against being restrained, paralyzed, or stunned.
- You deal an additional 1d6 force damage with your weapon attacks.
- You can use your reaction to grant resistance to all damage to yourself or an ally within 30 feet. This resistance lasts until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short rest.
Eternal Guardian
At 20th level, you have become an embodiment of the Green Lantern's legacy. You can create constructs and use your ring's abilities without expending charges. Additionally, your Guardian's Vow feature is permanent.
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