Paladin
Base Class: Paladin

The Oath of the Guardian is sworn by those returned from the void by the aid of a god-like being, given divine purpose in exchange to be resurrected to the material plane once more. The Guardians hone their connection to that of their god for divine power and harness their connection to the void to wield unique magics. 

Paladins who vow the Oath of the Guardians are to act as the bulwark of the material plane and protect the mortal realm from the predations of extraplanar creatures. Paladins who follow the Guardians’ oath are ever vigilant in spotting the influence of extraplanar forces. To a Guardian, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

 

TENETS OF THE GUARDIAN

A paladin who assumes the Oath of the Guardian swears to safeguard the mortal realm from extra-planar threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Discipline. You are the shield against the endless terrors that lie beyond the void. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Protection. Yours is not a personal fight, but a fight for all mortalkind. Protect the weak from the evil, whether it spring from the city or the wild.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Preserve life. You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. You can't use this feature on an undead or construct. 

Planar Sense. You can use your action to focus your awareness on the region around you. For 1 minute, you gain the ability to magically sense the presence of otherworldly creatures and planar portals. You can sense the direction of the closest planar portal and whether the following types of creature are present within 1 mile of you: Aberrations, Celestials, Elementals, Fey and Fiends. This feature does not reveal the creatures' location or number.

Once you use each of these features, you can't use them again until you finish a short or long rest.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Guardian Spells
Paladin Level Spells

3rd

false life, sanctuary

5th

misty step, prayer of healing

9th

life transference, beacon of hope

13th

dimension door, banishment

17th

hallow, greater restoration

Aura of Displacement

Beginning at 7th level, ancient magic lies so heavily upon you that it distorts the weaves presence around you. You and friendly creatures within 10 feet of you have advantage on saving throws against spells.

At 18th level, the range of this aura increases to 30 feet.

Void Walker

At 15th level, the influence of the Void grants you the ability to travel mentally or physically through it.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Clairvoyance, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Sentinel of the Planes

At 20th level, you may manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight in a 120-foot radius.
  • You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
  • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest. 

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