Base Class: Paladin
“I am the shield that never breaks, the light that never dims, and the will that never falters.”
Paladins who swear the Oath of the Custodian pledge themselves to the absolute protection of a sacred sovereign, divine ideal, or cosmic order. Whether forged through ritual, born of prophecy, or uplifted by divine craftsmanship, they stand as golden demigods among mortals—philosophers, warriors, and guardians without equal.
Tenets of the Custodian Custodian Paladins adhere to four universal principles
- Sovereign Duty - Your life exists to guard something greater than yourself. Your mission is sacred; your loyalty unshakeable.
- Unbreakable Will - Doubt and fear are enemies. Your mind is a fortress, your purpose absolute.
- Perfected Form - Train body, spirit, and discipline until they are peerless. Excellence is worship.
- Judgment Unyielding - Against corruption, chaos, and the profane, you act with decisive force.
Level 3: Channel Divinity
At 3rd level, you gain the following options:
Hold The Line - As an action, you radiate protective energy. For a turn:
- You and allies within 10 ft gain +2 AC.
- All gain resistance to radiant and Fire damage from spells.
This mimics the Custodian’s aura of perfect defense.
Emperor’s Judgment - As a bonus action, imbue your weapon with authority. For 1 minute:
- Your weapon attacks deal extra fire or radiant damage equal to CHA mod.
- Your attacks score a critical hit on a 19–20.
This mirrors the Custodian delivering flawless execution.
Oath Spells
These reflect protection, spiritual purity, and battlefield dominance.
| Paladin Level | Spells |
|---|---|
| 3rd | Shield of Faith, Command |
| 5th | Magic Weapon, Warding Bond |
| 9th | Aura of Vitality, Beacon of Hope |
| 13th | Death Ward, Guardian of Faith |
| 17th | Circle of Power, Wall of Force |
Level 7: Aura of the Imperishable Guard
Starting at 7th level, your presence bolsters the life force of those who fight beside you.
You and friendly creatures within 10 feet gain temporary hit points equal to your 1d6 + Charisma modifier at the start of each of your turns. Additionally, you and friendly creatures within the aura have advantage on death saving throws.
At 18th level, the aura’s range increases to 30 feet.
Level 15: Imperial Mandate (Martial Mandate?)
Your strikes carry undeniable authority.
When you hit a creature with a weapon attack, you can force it to make a Wisdom save (DC = 8 + prof + CHA). If it fails, choose one:
- Grovel. The creature is knocked prone.
- Disarm. The creature weapon is dropped.
- Flee. The creature is frightened of you until the end of your next turn.
You can use this feature a number of times equal to your CHA modifier (minimum 1).
Regains all uses on a long rest.
Level 20: Ascendant Custodian
For 1 minute, you assume the perfected form of a celestial guardian
You gain the following benefits:
- Titanic Ascension -
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You grow one size category larger, up to a maximum of Huge.
Your melee weapon attacks gain +5 ft of reach.
Your armor, clothing, and weapons grow with you.
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- Dawn of the Imperator - While transformed, your melee weapon attacks are wreathed in holy flame.
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Each hit deals an additional 2d8 fire damage
and
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An additional 2d8 radiant damage.
You deal both types simultaneously on every strike.
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