Base Class: Paladin
The Oath of the Watchers is an ancient, esoteric one; sworn since civilisation has stood, for there have always been people who commit themselves to the defence of something greater than themselves. Often, the paladin orders who abide by this oath are established at the same time as their charges are discovered and they are bound for life, unto death releases them or their presence is no longer necessary. These paladins are intense, deeply driven and dedicated, willing to make whatever choice is necessary to keep their charges safe. Those who swear this oath might see it as a chance for repentance, or a way to honour something greater than themselves, or as a holy duty that they must fulfil. Whatever the case, to these paladins, the idea of failing their oath is anathema and they will do anything to keep it. Often they work imagery of open eyes, or hourglasses into their iconography and armour, forever watching.
Tenets of the Watchers
Whilst the wording may vary, the tenets of the watchers are simple and consistent, emphasising the sacrifice and duty that is expected from the paladins.
Guardianship. To never waver in the defence and protection of their charge.
Sacrifice. To make whatever sacrifice is necessary, in keeping the safety of the charge intact. The defence of the charge should be held above all other things.
Unwavering. Doubt is irrelevant in the face of a greater duty and it should not be allowed to seep into the soul.
Might. Nothing should stay the hand of the Watcher who defends their charge, everything that stands in the way should be dealt with.
Oath Spells
You gain oath spells at the paladin levels listed.
|
Paladin Level |
Spells |
|
3rd |
Sanctuary, Shield |
|
5th |
Calm Emotions, Warding Bond |
|
9th |
Counterspell, Spirit Guardians |
|
13th |
Death Ward, Aura of Purity |
|
17th |
Geas, Hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guardian's Charge. When you roll for initiative, you can use your Channel Divinity to spring into action. You gain advantage on initiative rolls and during the first round of combat, you have advantage on attack rolls and your movement speed is increased by 10 feet.
Turn the Enemy. As an action, you present your holy symbol and let your might flow through you, speaking booming words of rebuke. All creatures within 30 feet that you choose, must make a Wisdom saving throw. If a creature fails its saving throw, it becomes stunned and is frightened of you for a turn. On a success, nothing happens.
Guardian at the Gate
Starting at 7th level, you are always watching, waiting for an opening amongst your enemies. You have advantage on Wisdom (Perception) and you cannot be surprised.
Eternal Watcher
Starting at 15th level, your sight is blessed, seeing all forms of threats approaching. You have blindsight out to a range of 10 feet and even when you are sleeping, you are aware of what is happening in this area.
Examplar Warden
Starting at 20th level, you stand firm as a mighty bastion of defence, bolstered by oath and blade. Using your action, you may call forth powers from beyond. For 1 minute, you gain the following benefits:
- Your attack rolls deal an additional 1d6 radiant damage.
- On your turn, as a bonus action, you may restore a number of hitpoints, equal to 2d6 + your Charisma modifier, to a creature within 30 feet of you.
- All creatures within 30 feet of you have advantage on death saving throws.
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Posted Nov 3, 2022Oh this is JUST what I was looking for a character of mine! Thank you!
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Posted Jan 31, 2022i would like to barrow this for my character