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Paladin Subclass: Oath of the Guardian

Paladin Subclass: Oath of the Guardian

Some things are too pure, too precious, too important, or too dangerous to leave unguarded. A paladin who takes the Oath of the Custodian swears to stand in defense of their charge until the very end. Fully aware of the price that will be paid should they fail in their duty, these guardian orders are often tasked with the defense of the most sacred of places, but they can also be found safeguarding a particular soul or item of significant import.   Guardians are duty bound to defend their charges at all costs. They will not willingly endanger their charges and will sacrifice themselves—and anyone else necessary—to ensure the safety of those they are sworn to protect. All those who swear themselves to the Oath of the Guardian share these tenets.   Duty. Be responsible for your actions and their consequences, protect your charge, and obey those who have just authority over you.   Vigilance. The threats to your charge are cunning, powerful, and subversive. Be ever alert for their corruption.   Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
hit dice: d10
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Paladin Level Spells
3rd-------------alarm, shield
5th---------------locate object, spiritual weapon
9th------------glyph of warding, clairvoyance
13th-------------------Mordenkainin's faithful hound, freedom of movement
17th---------------------hallow, steel wind strike
    CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Strength of Conviction. Nothing will sway you from your duty. As a bonus action, you can use your Channel Divinity to strengthen your resolve or that of your allies. For 1 minute, you and any allies within 15 feet have advantage on your choice of Wisdom, Intelligence, or Charisma saving throws.   The Last Line. Your conviction sustains you and inspires nearby allies to stand firm. As a reaction, when you or a friendly creature within 10 feet of you is reduced to 0 hit points by an enemy attack but not killed outright, you can use your Channel Divinity to have that creature drop to 1 hit point instead. Until the start of its next turn, that creature also gains a bonus to AC equal to your Charisma modifier (minimum of 1).   AURA OF DEFENSE Starting at 7th level, your training drills have taught you how to ward yourself and your allies against a variety of attacks and how to coordinate your efforts with your allies. As a bonus action, you can choose one friendly creature within 10 feet of you. You and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This effect lasts for 1 minute or until you and the chosen creature are no longer within 10 feet of each other. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.   At 18th level, the range of this aura increases to 30 feet. You and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from all attacks.   UNWAVERING RESOLVE Starting at 15th level, your dedication to duty is unassailable. You can’t be charmed, and magic can’t put you to sleep. You .also have advantage on Wisdom saving throws.   INEXORABLE At 20th level, the strength of your conviction is such that the idea of your opponent resisting your assault is completely unthinkable. As a bonus action, you can mark one creature you can see and the mark lasts for 1 minute or until you successfully hit it with a melee attack. When you hit that creature with a melee attack, it gains vulnerability to the damage from that attack. Any immunities, resistances to that damage are ignored. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended charges after a long rest.

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