Paladin
Base Class: Paladin

The Order of the Keepers is a long-forgotten syndicate. Many years ago, these knights stood as sentinels who eternally watched over objects of immense power, safeguarding them from those who would use their magic for evil. These knights were especially instrumental in ensuring the artifacts were not used in past wars, for they knew that in the wrong hands, they could be used to end the war and cause the deaths of millions. But now the wars are over, and the artifacts of old and their protectors are forgotten by most. Nevertheless, the vigilance of these Paladins has never wavered, and still to this day the Order of the Keepers watches over humanity.

TENETS OF A KEEPER

A paladin who takes this oath has these words inscribed upon their blade. Upon speaking this oath aloud, the sword begins to emit a small glow.

Protection. Keepers are those who dedicate their lives to the protection of others. Whether you swear to protect your allies, your nation, or an artifact of old, it is your sworn duty to defend it with your life.

Bravery. You are to act as a wall against which the darkness breaks. If you falter for even a moment, you risk losing everything. Put yourself at the frontline, and shield others from the horrors of the night.

Kindness. Saving others from danger is only one part of being a Keeper. The rest lies in what comes after. Help the people in any way you can, big or small. Any act of kindness goes a long way. 

Channel Divinity

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

Eternal Vigilance. As an action, you can firmly grasp your holy symbol (or other items of personal importance), and draw upon its magic to strengthen you. Upon activation, your body is empowered with your insurmountable willpower for 1 minute. While in this state, your speed and reaction time are enhanced as you fight to protect those around you. You gain additional reactions equal to your Strength modifier (with a minimum bonus of +1). These additional reactions can only be used to make opportunity attacks or to use the special reaction provided by the "Protection" fighting style.  For the duration, hostile creatures will provoke opportunity attack when entering your melee range.

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

Rallying Chant. As an action, you present your holy symbol and speak a prayer. Upon doing so, select a number of creatures within 30 feet of you equal to your Charisma modifier (with a minimum bonus of +1). Starting on the turn you use this ability, roll [roll]1d10[/roll], and add your Charisma modifier.  At the top of your turn in initiative, all selected creatures gain temporary HP equal to the result. This effect last for one minute, after which, all temporary HP gained this way is lost. 

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

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Keeper Spells
PALADIN LEVEL SPELLS

3rd

shield of faith, divine favor

5th

lesser restoration, magic weapon

9th

aura of vitality, crusader’s mantle

13th

freedom of movement, death ward

17th

mass cure wounds, flame strike

Aura of Vigilance

Starting at 7th level, you become a bastion to protect your allies from harm. You gain a pool of points equal to 3x your Paladin level that replenish when you take a long rest. Whenever allies within 15 feet of you take damage, you can use your reaction to substitute the pool of points instead of taking the damage. Additionally, allies within your aura (including yourself) gain a passive +1 to AC.

This reaction can be used with the "Eternal Vigilance" Channel Divinity option gained earlier in the subclass.

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

Unyielding Bastion

Beginning at 15th level, your defensive prowess grows, and you become an unbreakable shield for your allies. Whenever a hostile creature enters your Aura of Vigilance, they must succeed a wisdom saving throw. The DC is equal to your spell save DC + the number of allied creatures within your aura (this number cannot exceed your Charisma modifier). On a failed save, the creature is compelled to focus its attacks on you. It has disadvantage on attack rolls against creatures other than you and must succeed a Wisdom saving throw in order to move out of your aura.

At the start of it's turn, the creature can reroll the Wisdom save if it was damaged by a creature other than you. If the creature succeeds, it becomes immune to this effect for the next 24 hours. 

Mantle of the Keeper

At 20th level, you can use an action to summon the spirits of those that came before you, granting the following benefits for 1 minute.

1) Allies within your aura (including yourself) gain resistance to bludgeoning, piercing, and slashing damage.

2) Hostile creatures who start their turn in your aura roll 1d4 and must subtract the result from all attack rolls made in your aura.

In addition, for the duration, if you or your allies take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

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

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