Paladin
Base Class: Paladin

The Oath of The Guardian swears a Paladin to a life of self-sacrifice and service as a holy protector of the weak and defender against the evil forces in the world. Paladins that take this Oath believe that they exist to serve a greater good, and that their own life and needs must come after the needs of the good people they protect. They are servants, community leaders, but also fearless fighters who work relentlessly to seek skill and prowess so that they can be champions of the weak, and be stern, unyielding and unswerving in their battles with evil. Paladins who follow this oath are known as guardians. 

 

TENETS OF THE GUARDIAN

The tenets of the Oath of The Guardian hold a paladin to a high standard of self-sacrifice and service.

Defend the Weak. Be the champion of the weak and the defenseless and never fail to answer the call of need. 

Self-Sacrifice. Through self-sacrifice and denying yourself earthly pleasures the spirit is hardened and made ready for self-sacrifice in battle. In battle you elevate the well-being of all others above your own. The greatest death for a guardian is a a sacrifice that saves the life of another.

Service. A guardian spends his days working in service of others, improving the lives of others, expanding the light and good in the world and helping the weak to become strong.

Prowess and Skill. Relentless work and training must be undertaken to keep the mind pure, the soul strong, and the body able to meet whatever challenges evil may have in store. A guardian never rests and is tireless in the pursuit of their own perfection as a tool in service of the greater good.

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 Redemption Spells
Paladin Level Spells
3rd Battle Guardian: cure wounds, sanctuary
5th Restore the weak: aid, lesser restoration
9th Arcane Defender: counterspell, dispel magic
13th Divine Guardian: resilient sphere, guardian of faith
17th Life Giver: mass cure wounds, raise dead

Channel Divinity

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

Champion's Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

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

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Exalted Champion

 

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Oath Of Protection Image

Comments

Posts Quoted:
Reply
Clear All Quotes