Base Class: Paladin
Oath Tenets:
Pledge of Guardianship: I swear to protect the innocent, uphold justice, and stand as a guardian of all life. With this ring, I pledge my will and my heart to the cause.
Light in Darkness: In the darkest of times, I will be a beacon of hope and courage. My light shall pierce through despair and bring illumination to those in need.
Unyielding Will: I will stand firm in the face of adversity, my will unbroken and unwavering. I shall overcome challenges, and my resolve shall never falter.
Unity of Purpose: I recognize that true strength lies in unity. I shall work alongside my fellow guardians, supporting and aiding them in times of need.
Limitless Imagination: With the power of will and imagination, I shall create constructs of virtue and might. I shall use this power to shape a better world, bringing forth the force of creation.
Level 3: Oath of the Lantern 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 Lantern Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Shield, Magic Missile |
| 5 | Daylight, [Tooltip Not Found] |
| 9 | Counterspell, Spirit Guardians |
| 13 | Wall of Force, Fly |
| 17 | Prismatic Spray, [Tooltip Not Found] |
Level 3: Imbuement of Will
When you take the Attack action, you can expend one 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 7: Aura of Guardianship
You and your allies have Immunity to the Frightened condition while in your Aura of Guardianship. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20: Nimbus of the Corps
As a Bonus Action, you can imbue your Aura of Guardianship with holy power, granting the benefits below for 10 minutes 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).
Devoted Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Nimbus of the Corps
As a Bonus Action, you can imbue your Aura of the Guardianship with holy power, granting the benefits below for 10 minutes 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).
Devoted Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Activate Nimbus of the Corps
While your Aura of Guardianship is infused with holy power, it grants the following benefits:
Devoted Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
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