Base Class: Paladin
A paladin who takes the oath of the final guardian lays themselves upon the sacrificial altar for the innocent. They are the ultimate defenders, placing themselves in harms way to protect the innocent, valuing the safety of others above themselves. They know that should there ever come a time when there is no escape for all, they will lay down their lives without hesitation for the good the party. These paladins are fierce, loyal, and unshakable in their convictions.
Level 3: Oath of The Final Guardian Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | sanctuary, Shield of Faith |
| 5 | Misty Step, Spirit Guardians |
| 9 | Counterspell, [Tooltip Not Found] |
| 13 | Death Ward, Banishment |
| 17 | Greater Restoration, Mass cure wounds |
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Line in the sand. you become immobile for 1 minute, and forfeit your turns for the duration. For the duration, add your charisma mod to your AC and Attack Bonus. Any creature that enters a 10 ft. radius of you will incur an attack of opportunity. On a hit, the target is also forced to stop 10 feet away from you. You can make as many attacks of opportunity as would be available to you in a normal turn (two attacks, off hand attack, and reaction)
Here to help - Your battle expertise is enhanced as your deity reveals the needs of the allies around you. For 1 minute you may pick one effect (pick 2 effects at level 13)
- Grant all allies within 30 feet resistance to the one physical non-magical damage effect for the duration
- All enemies within 30 feet must make a charisma saving throw. On a failed throw, impose disadvantage on enemy attacks when within 30 feet of you
- Grant your charisma modifier to any ally AC within 10 feet. Attacks against you have advantage for the duration, and you may switch the ally who’s AC is increased with your bonus action.
Level 7: In Their Place
Starting at 7th level, as a reaction, you can switch places with another creature within 30 feet of you if they have just been hit with an attack. You take the damage they would have received, and they receive 1d6 + your charisma modifier (minimum of 1) healing. If the creature is unconscious, you can use your lay on hands ability as a free action to heal them. If the attack against the creature was a critical hit, the creature that was switched with adds the damage total to its total healing amount, up to Half of its maximum HP. If you are reduced to 0 hit points in this way, the target receives the remaining amount of damage after you were reduced to 0 hp.
Once you reach 13th level the target no longer receives the remaining damage. You can use this ability an amount of times equal to your charisma modifier per short rest.
Level 15: Scarred, Yet Whole
Once you reach 15th level, your scars symbolize life given, rather than damage taken. You may expend your bonus action to activate this ability. When you do, nothing about your physical appearance changes. Until the beginning of your next turn, all damage done to you is also added to a bank of radiant damage. When you hit an opponent with an attack, you may declare a “Scarred Smite”, in which all banked damage is added to your attack as radiant damage. After dealing this damage, you also heal 100% of the banked damage dealt. You may activate the ability a number of times equal to your CHA mod per day (min 1).
- After a long rest you can choose to lose or keep your banked damage. If you keep it, then you will reduce your total HP by the damage in your bank when you wake.
- At level 17, you take ½ damage when you are directing damage to your bank, but your bank still gains 100% of the damage
- On a critical hit, this damage does NOT double, as it is a static number that may have originated from a critical hit in the first place
- You may stack a normal smite spell with this ability, but it will cost you two spells slots higher than normal to do so (level 3 spell slot behaves like a level 1 smite / 2d8 instead of 4d8)
Level 20: The Cliff against which the waves break
At 20th level, you are the last line of defense against all that would see innocence burn. You no longer take a point of exhaustion after using Death is an old friend, and no longer have a limit on the number of attacks of opportunity you get while using Line in the sand.Additionally, as an action you assume the full mantle of The Final Guardian, and gain the following benefits for 10 minutes.
Insurmountable Wall. You are Sheathed in an aura of holy light. You May add your charisma modifier to your AC and Attack Bonuses.
Heroic Light. All allies that can see you gain advantage on saving throws, death saving throws, and the first attack roll of their turn.
Intimidating Visage. Whenever an enemy that can see you hits an ally or innocent with an attack, subtract your charisma modifier from the damage.
Previous Versions
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9/20/2025 1:02:42 AM
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