Base Class: Paladin
Oath of the Warden
Warden Moto;
“ In duty, honor. In war, victory. In peace, vigilance. In death, sacrifice. “
Vigilance. Corruption seeps into the material world like a disease. What crawls into our world are pests. Be vigilant to signs of extraplanar influence.
Loyalty. Never accept gifts or favors from those who attempt to invade our realms. Stay true to your order, to your cause, to your comrades and the duty you’re bound.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be ready and your mind keen to endure what crawls out of the dark.
Selflessness. You embark on this path not out of glory or gain, but to push back the tide of imminent darkness. Fight in place of those who are unable.
Secrecy. Information and power born of the dark must be destroyed, or sealed away from those who would seek to abuse it. The toil you endure and the darkness from which you learn must remain secret until you are granted pardon in death.
Oath Spells
3rd-level Oath of the Warden feature
You gain oath spells at the paladin levels listed in the Oath of the Warden table. See the Sacred Oath class feature for how oath spells work.
Oath of the Warden Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hunter's mark, detect magic |
| 5th | hold person, zone of truth |
| 9th | counterspell, dispel magic |
| 13th | locate creature, banishment |
| 17th | hold monster, scrying |
Channel Divinity
3rd-level Oath of the Watchers feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Stardust Crusader. As a bonus action, you can imbue the weapons of you and up to five allies weapons with the energy of the stars, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage 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.
Cleansing Presence. You can use your Channel Divinity to diminish the forces of magic that make their approach. As an action, you create a 30 ft aura around you that negates and weakens the present magic of your enemies. You have resistance to all damage that has a magical origin for the duration, enemies can only do non magical physical damage, magical resistance and any magical items worn by your enemies is shut down as long as they are within the aura. Spells and effects that enter your aura is dispelled as if using the spell dispel magic. This effect is considered passive: 10 + Spell Attack Modifier, contesting the DC of the effect being dispelled. This effect lasts for 10 minutes.
Aura of the Crusader
7th-level Oath of the Watchers feature
You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a +5 bonus to your initiative. Additionally, you can identify the presence of creatures with spellcasting traits and features within the range of the aura.
At 18th level, the range of this aura increases to 30 feet.
Vengeful Supernova
15th-level Oath of the Watchers feature
You’ve learned how to chastise anyone who dares target their hostile magicks against you and your wards. Whenever you or a creature within 30 feet of you is targeted by a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that cast the spell. The damage of this ability can not be reduced in any way.
Galactic Guardian
20th-level Oath of the Watchers feature
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 hour:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, fiends and spellcasters.
- Whenever you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is unable to cast spells and all magical properties to the creature is shut down for 1 minute.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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