Base Class: Paladin
Oath of the Watcher
Safeguard mortals from otherworldly threats
The Oath of the Watcher binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, they hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
These paladins are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
Tenets of the Oath of the Watcher:
• Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
• Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
• Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Level 3: Oath of the Watcher Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Watcher Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Alarm, Detect Magic |
| 5 | Moonbeam, See Invisibility |
| 9 | Counterspell, Nondetection |
| 13 | Banishment, Freedom of Movement |
| 17 | Hold Monster, Scrying |
Level 3: Abjure the Extraplanar
You can expend a use of your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
Level 3: Sacred Weapon
When you take the Attack action, you can expend a use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 3: Expanded Divine Sense
You may have your Divine Sense detect Aberrations, Elementals, and Fey in addition to Celestial, Fiends, and Undead.
Level 7: Aura of the Sentinel
You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
Level 15: Vigilant Rebuke
You've learned to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Level 20: Mortal Bulwark
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
• Divine Sight. You gain truesight with a range of 120 feet.
• Divine Strike. You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
• Banishing Strike. When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Previous Versions
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