Base Class: Paladin
Paladins who swear the Oath of the Guardian’s Accord bind themselves to a sacred belief: companionship is worth more than gold, and no ally stands alone while they yet draw breath. This oath is not born of conquest, but conviction — a chosen bond placing loyalty above glory and fellowship above fortune.
Guardians of the Accord are the final line. When companions fall, they answer. When hope falters, they endure.
Tenets of the Guardian’s Accord
Companionship Above Coin.
No treasure outweighs the life of an ally. Wealth fades; loyalty endures.
Stand the Line.
Where others falter, you endure. So long as you stand, none behind you stand alone.
Shared Burden.
Victory and failure alike are borne together. You will carry the weight of the mission — and, if necessary, carry your allies through it.
Resolve Without Glory.
You do not fight for praise. You fight so that others may live, rise, and succeed.
The Accord Is Chosen.
This oath is freely sworn. To betray it is to abandon the very reason you stand.
Breaking the Oath
The Guardian’s Accord is a sacred bond freely sworn. A paladin who willfully and persistently places personal gain, pride, or glory above the lives of their companions risks breaking that bond.
A serious betrayal of the oath may result in the loss of the features granted by this subclass, at the DM’s discretion. Minor lapses, fear, or momentary failings should not immediately sever the Accord.
A paladin who has strayed from the path can restore their standing by undertaking a meaningful act that reaffirms their commitment to their companions and the spirit of the oath.
Oath Spells
You gain oath spells at the paladin levels listed below. These spells are always prepared and do not count against the number of spells you can prepare.
3rd Level: Shield of Faith, Sanctuary
5th Level: Warding Bond, Protection from Evil and Good
9th Level: Beacon of Hope, Spirit Guardians
13th Level: Death Ward, Aura of Life
Spirit Guardians cast through this oath always deals radiant damage.
Break Upon My Shield
As a bonus action, choose one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your paladin spell save DC.
On a failure, until the end of its next turn:
• It has disadvantage on attack rolls against creatures other than you.
• The first time it damages a creature other than you before the effect ends, it takes radiant damage equal to your proficiency bonus.
• You have advantage on the first attack roll you make against it before the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vigil of the Unyielding
Beginning at 7th level, your presence reinforces the resolve of those who stand beside you.
While you are conscious, allies within 10 feet of you gain a bonus to death saving throws equal to half your Charisma modifier (rounded down, minimum of +1). At 18th level, the range of this benefit increases to 30 feet.
In addition, when a creature of your choice within 30 feet of you drops to 0 hit points, you may use your reaction to begin a solemn vigil of the Guardian’s Accord, which lasts until the end of your next turn.
Upon activation, each hostile creature of your choice within 30 feet becomes marked by your Break Upon My Shield feature. This does not expend uses of that feature.
During the vigil:
• Your speed becomes 0.
• You cannot cast spells.
• You cannot benefit from Sanctuary or Shield of Faith. If either spell is active on you when the vigil begins, it immediately ends.
• Attack rolls against you have advantage.
If you remain conscious until the end of your next turn, up to six creatures of your choice within 30 feet regain hit points equal to a number of d8 equal to half your paladin level (rounded down), plus your Charisma modifier.
You can use this vigil twice, and you regain all expended uses when you finish a long rest.
Guardian’s Defiance
Once per long rest, when damage would cause you to fall unconscious, you may invoke this defiance instead.
While this effect persists, allies within 10 feet of you have resistance to all damage.
You remain at 1 hit point and immediately regain hit points equal to your paladin level.
Until the end of your next turn:
• You cannot be reduced below 1 hit point.
• You have advantage on saving throws.
• You may use Break Upon My Shield without expending a use.
At the end of your next turn, you take force damage equal to twice your paladin level. This damage ignores resistance and immunity. If this damage would cause you to fall unconscious, you do so normally.
Eternal Accord
As an action, you embody the full resolve of the Guardian’s Accord for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.
While this state persists:
• Whenever you take damage, reduce the damage by an amount equal to your Charisma modifier (minimum of 1).
• At the start of each of your turns, you and one creature of your choice within 30 feet regain hit points equal to your Charisma modifier.
• Allies of your choice within 30 feet have advantage on death saving throws.
• When a creature within 30 feet of you takes damage, you may use your reaction to take that damage instead.
• When a creature within 30 feet of you would fall unconscious due to damage, it instead drops to 1 hit point. A creature can benefit from this protection once during each activation.
Bright light radiates from you in a 30-foot radius and dim light for an additional 30 feet for the duration.
Previous Versions
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