Paladin
Base Class: Paladin

Dedicated protector for life of one single person the gods or A god has chosen. This person is chosen by the gods themselves for the Guardian Paladin to Dedicate their life to protecting the chosen person as the gods see this person as an important figure for the better of the realm. The Guardian Paladin's destiny is directly linked to their Ward. This Link is established during the great ceremony of the Mirror. This ceremony is the final step before a Paladin becomes a Guardian Paladin. Within this ceremony the Paladin stands before the mirror and sees his Ward for the first time. Once the Ward is identified the Guardian begins their journey to meet his or her Ward in person and complete the ceremony by resighting the Oath of The Guardian to the Ward and live out their lives as protectors of the Ward.

Oath Spells

3rd-level Oath of the Guardian feature

You gain oath spells at the paladin levels listed.

Oath of the Guardian Spells
PALADIN LEVEL SPELLS
3rd Absorb Elements, Shield
5th Misty Step, Mirror Image
9th Blink, spirit guardians
13th Death Ward, Fire Shield
17th Dispel Evil and Good, Mislead

Channel Divinity

3rd-level Oath of the Guardian feature

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

 

Change of Place. As a reaction, when your Ward takes damage, and they are within 30 ft. of you. You, and your ward switch positions. You appear where your ward was, and your ward appears in your place. You Ward takes the damage from the initial attack. However, if there are any additional attacks after the triggering attack those target you instead.

 

Guardians Hold. As an action, you create a magical string between you and your ward that lasts for an hour or if the effect is dismissed as an action by you. While this effect is active, you and your ward can't unwillingly be pulled farther than 30 feet away from each other. If one of you have to make a Strength saving throw or ability check to avoid being moved beyond that distance, you get advantage while this string is active. If you or your ward are targeted by a spell or magical effect that would teleport you farther then 30 ft. from your ward, you both have advantage on the save. the string is ethereal in nature and is therefore unaffected by the material plane in anyway. You can dispel the string as an action on your turn.

 

 

 

Aura of Bestowal

 7th-level Oath of the Guardian feature

Beginning at 7th level, your link to your Ward allows you to cast spells with the range of self on your Ward. When your Ward is within 10 feet you can target them with any spell with the range of Self instead of yourself. When the spell has any DC saves or attacks, they use your Spell save DC and Spell attack modifiers. If the spell requires concentration, you as the caster hold concentration.

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

 

Guardian's Rebuke

 15th-level Oath of the Guardian feature

 

A creature willing to strike your Ward is a creature with a death wish. And you are the one to grant such a wish. Whenever your Ward suffers damage from a critical hit. A spectral Guardian appears directly behind the attacker and immediately makes an attack against the hostile creature dealing 4d12 radiant dmg and the attacker is knocked Prone. As soon as the Spectral Guardian makes its attack it fades into nothing.

Obligation beyond Death

 20th-level Oath of the Guardian feature

No matter the situation, The Guardian and Ward must always be together as they are bound by fate. As Guardian of your Ward, not even death can stop you from protecting them. When you drop to 0 Hit Points your powerful bond remains active even in your unconscious state. When you drop to 0 hit points your body falls and from it rises your Guardian spirit. For 1 minute You take control of your spirit form. The form has the stats of a Deva (Monster Manuel) but looks identical to you in a translucent and glowing form. Your spirit remains separate from your physical body for one minute. Once your physical body has at least 1 point of health your spirit returns to your body. Certain circumstances will cause your spirit to dissipate, thus, killing you outright.  Those examples are listed below: 

  • You fail all death saving throws and have died. Dissipating your spirit.
  • Your spirit drops to zero hit points. Dissipating your spirit.
  • The minute passes and your body has not been healed within the minute timeframe. Dissipating your spirit.

Once this feature is used it cannot be used again for 1d4 days

 

Oath Of The Guardian Image

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