Paladin
Base Class: Paladin

The Oath of the Warden is an Oath one takes when their purpose in life is to hunt someone or something. A Warden has sworn themselves to a life of pursuance of something that their deity or order has instructed.

The presence of a Warden is uplifting to their allies and demoralizing to their foes. A Warden's aura glows strong and vast reaching further than that of other oaths. Paired with their extended auras, a Warden will often choose a ranged weapon as the means to eliminating their foe. Through this oath a Paladin can channel their Divine Smite through their ranged weapon attacks as other Paladin might through their melee strikes. 

Tenets of a Warden'

  • Duty.  Your deity requires his chosen to fight evils in every way possible and accepts no excuses for failing to do so
  • No mercy for the wicked.  Ordinary foes might win my mercy, but my sworn enemies do not.
  • Courage. Never fear to act, though caution is always wise.

Channel Divinity

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

  • Sacred Hunt: As a bonus action, you can set your sights upon a single enemy, using your Channel Divinity to mark them as your prey. You choose one enemy that you can see, and for 1 minute you have advantage on all ranged weapon attacks against it.
  • Hunter’s Chain: As an action, you cast out a spectral chain linking yourself to a creature within 30 ft of you for 1 minute. The creature cannot take reactions and cannot hide, neither the creature or you can move more than 30 ft of each other in any direction.

Holy Archer

At 3rd level, you recognize the strengths of pursuing your targets from range. At this level you can choose to substitute your fighting style for Archery.

  • You gain a +2 bonus to attack rolls you make with ranged weapons.

If you take this fighting style your ranged weapon attacks count as melee attacks for the purpose of the Paladin feature Divine Smite and smite spells from the Paladin spell list. 

Oath Spells

As an Oath of the Warden Paladin you gain the following spells.

  • Level 3. Hunter's Mark, Faerie Fire
  • Level 5.  Arcane Lock, Misty Step
  • Level 9. Lightning Arrow,  Conjure Barrage
  • Level 13. Fire Shield, Locate Creature
  • Level 17. Modify Memory, Conjure Volley

Warden's Presence

At 7th level your presence on the battlefield heartens your allies and demoralizes your foes.

  • While not wearing heavy armor your movement speed is increased by 10 feet
  • The base ranges for your auras extends to 30 feet, and improves to 50 feet at level 18
  • If a creature of evil alignment is in range of you, it has disadvantage on attacks made against you

Hunter's Oath

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

  • Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

  • The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Radiant Hunt

At 20th level, as an action, for 1 minute you can locate and mark any hostile aberrations, celestials, elementals, fey, fiends, and undead within 100 feet.

  • While any of these creatures are in direct line of sight to you, the creature takes 10 radiant damage at the start of it's turn
  • You have advantage on all attacks against any marked creatures

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

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2019 1:21:07 AM
0
1
1.0
Coming Soon
7/12/2019 4:07:38 AM
0
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes