Base Class: Paladin
The Oath of the Guardian compels a paladin to protect life, strive tirelessly in the defense of their charges, and fight tirelessly against evil while it is in front of them. Although they rarely actively seek out evil, if they witness corruption, abuse of power, or wrong doing they are obligated to step in and defend those who cannot defend themselves. They will generally not take a life unless absolutely necessary, believing that all life is sacred. However, they will not hesitate to kill innately evil beings seeking to do harm to their charges or hinder their missions. They are the shields that guard all that is good in the world. They hold themselves to the expectations of protecting all those who cannot defend themselves and helping all they can despite danger or discomfort to themselves. They do not generally stay in one place for long, as once their charges defense is secured or their missions are completed, they will move on to the next person in need.
Channel Divinity
Blessed Guardian: As a reaction, when a willing creature you can see within 60 ft. of you is targeted by an attack or spell, you can use your channel divinity to teleport yourself and the target, swapping your positions. If you do, you become the target of the spell or attack instead.
Divine Protection: When a creature you can see within 10 ft. of you moves to attack one of the Paladin's allies, the Paladin may use their reaction to impose a radiant shield between the creature and the target. The target of the attack get +1 to their AC. The creature must make a wisdom saving throw vs the Paladin's spell save DC. If the creature fails the saving throw, then the attack deals half damage. On a successful save, the target takes full damage. This effect lasts until the end of the attacking creatures turn.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Guardian Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Alarm, Absorb Elements |
|
5th |
Aid, Zone of Truth |
|
9th |
Beacon of Hope, Glyph of Warding |
|
13th |
Guardian of Faith, Resilient Sphere |
|
17th |
Commune, Mass Cure Wounds |
Shield of the Sentinel
Guardians stand as a shield between allies and their enemies. At 7th level, as long as the Paladin is not incapacitated, all allies within 20 ft. get a +2 bonus to their AC.
At 17th level, this area increases t0 40 ft.
Soul of the Defender
Starting at 15th level, you can choose to empower yourself with healing energies. After being reduced to 0 hit points, on your next turn, you can use your action to regain hit points equal to your charisma modifier + your constitution modifier every round for the next 3 rounds. Once you use this ability, you must complete a long rest before being able to use it again.
Guardian Angel
At 20th level, as an action you can cause yourself to become a channel of divine energy. For one minute, you gain the following benefits.
- You emanate an aura of divine healing energy in a 20 ft. radius. All creatures that you consider friendly heal an amount equal to 2d8 + your charisma modifier. They continue to heal 1d4 + your charisma modifier every turn until the effect ends.
- Your body ignites with a glowing light of protection and hope. Anytime a creature damages you and they are with 5 ft. of you, they take radiant damage equal to your Charisma modifier. Your allies also gain resistance to a damage type of your choice. The light shines bright light for 30 ft. and dim light for an additional 30 ft.
- You sprout 6 radiant wings from your back, gaining a flying speed of 60 ft. If you are wearing armor or clothing, the wings magically go through them.
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