Paladin
Base Class: Paladin

The Guardian Paladin stands against oppressive tyrants, invasion by extra-planar evil (or good), and wars of conquest. The Guardian protects the life and liberty of all races, often in direct conflict with other paladins sworn to the Oath of Conquest. Sometimes called protectors, shields of faith, or knight defenders, these paladins defend society from destruction and enslavement by tyranny in all its forms. Although rarely called to service, deities with interest in the affairs of mortals often enlist those with the appropriate piety, self-sacrifice, and determination to stand sentinel, alone if need be, as their agents to protect against persecution or great injustice. These Protectors are not required to serve only in defense--where oppression may spread, a Guardian may, by necessity, take the fight to the tyrant's lair in order to cut off the head or destroy the nest in order to protect the innocent. While the Oath of Devotion represents the ideal for everyday conduct of a Guardian Paladin, they are guided by higher priorities in the execution of their duties, as codified in their tenets, oath spells, and other reflections of divinity realized as they advance within their order.

Tenets of the Guardian

The Oath of the Guardian focuses the energy and actions of the paladin on the defense of the defenseless, on the confrontation of oppression that threatens life and freedom of choice, and shielding all from chaos unchained (or the constrictions of absolute law), while retaining honor, displaying courage, and performance of duty, regardless of personal sacrifice.

Protect. Defend the weak, the defenseless, and the oppressed. Shield the free from slavery and win freedom for those enslaved. Guard against forces from within and beyond the material plane that would, without constraint, corrupt, engulf, consume, or destroy as acts against nature and freedom.

Courage. Confront oppression and tyranny in all forms. Act with courage as an example for those you defend and as a beacon of hope in troubled times.

Duty. Be diligent. Determine the roots of oppression and wickedness; to destroy a threat at its source protects all. To ignore a threat or treat only its symptoms risks all.

Honor. Be honest and treat others with due justice and respect, and let your honorable deeds be an example. Hold true to your beliefs in the defeat of oppression, lest you lose your way and be considered a tyrant yourself.

Example. Lead others, inspire the weak to be strong, guide the defenseless to become bastions, be wise in all things as a light for wisdom in others.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive 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 bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the 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.

Vow of Protection. You can use your Channel Divinity to rebuke those who attack those you have vowed to protect. Immediately after an attacker you can see within 30 feet of you deals damage with an attack against any creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Warding

Beginning at 7 level, protective magics lie so heavily upon you that it forms a holy ward. You and friendly creatures within 10 feet of you have resistance to damage from bludgeoning, slashing, and piercing attacks from non-magical weapons.

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

Just Rebuke

Starting at 15 level, the protection of the Gods rests in your very person. An attack on you is an attack on the very foundations of all that is pure in the world. Whenever a creature hits you with an attack, that creature takes radiant damage equal to your Charisma modifier (minimum of 1) if you are not incapacitated.

Indomitable Defender

At 20 level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an Avatar of Righteousness, such that your Aura of Warding is enhanced for one minute. You and friendly creatures within the Aura gain the following additional benefits:

  • Resistance to damage from spells.
  • Protection from Evil and Good.
  • Gain inspiration in the fight against evil, in the form of ten temporary hit points. If a friendly creature is within your aura when Indomitable Defender is invoked, or begins their turn in your aura while this is in effect, they gain these temporary hit points, but each creature can only benefit from this inspiration once per use.

No concentration is required to maintain this aura. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. Once you use this feature, you can’t use it again until you finish a long rest.

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