Base Class: Paladin
The Oath of The Wardens is a sacred oath created to safeguard Faerun from the dangers of magic users. The people who first began this creed believed that magic was a resource and that, like all resources, it could be abused for personal gain. Paladins who follow this oath are sworn enemies to all people who seek to twist the power of The Weave for their own intentions, be it Evil or otherwise. These Paladins face such forces with spells of their own, but such spells only seek to contain and to negate, as their own oath prevents them from doing harm unnecessary harm with their magic.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blessing of The Wardens. As an action, you can imbue one weapon that you are holding with nullifying energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a probability field in a 20-foot radius. This field silences and deafens all other creatures within it. If your weapon isn't magical, it is now counted as magical for that duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Magebane Arcana. As an action, you present your holy symbol and speak words from an ancient runic prayer that wards magic, using your Channel Divinity. Each creature that can cast spells within 20 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is warded for 1 minute or until it takes an action to counter your ward.
A warded creature cannot cast leveled spells that require Verbal or Somatic components while within 40 feet of you. They may still cast ritual spells as normal. The creature may take an action to counter your ward, after which the ward is removed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of The Warden Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Mental Fortitude
Starting at 7th level, you and friendly creatures within 10 feet of you are immune to psychic damage while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Warden's Spirit
Beginning at 15th level, you are always under the effects of a protection from energy spell.
Choose a resistance type now. You may not change this, but you may cast protection from energy on others as normal.
Warden's Spirit- Cold
You are now resistant to Cold
Warden's Spirit- Fire
You are now resistant to Fire.
Warden's Spirit- Lightning
You are now resistant to Lightning
Warden's Spirit- Thunder
You are now resistant to Thunder
Warden's Spirit-Acid
You are now resistant to acid damage.
Warden's Hold
At 20th level, as an action, you can partition a space around you or an ally as an anchor for reality. For 1 minute, a barrier of nullification surrounds you as antimagic field is cast. You may also cast this on an character within 30 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.
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