Oath of the Guardian
A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.
Tenets of the Guardian
When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.
Encourage Prosperity. You must work hard to bring joy and prosperity to all around you.
Preserve Order. Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.
Decisive Action. Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.
Level 3: Oath of the Guardian Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Guardian Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
---|---|
3 | Litany of Sure Hands, Shield of Faith |
5 | Mantle of the Brave, Spiritual Weapon |
9 | Beacon of Hope, Invested Champion |
13 | Banishment, Inspiring Speech |
17 | Creation, Hallow |
Level 3: Inpired Leadership
You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.
Level 3: Turn the Wild
As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Level 7: Aura of Awareness
Allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can’t be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.
Level 15: Hold the Line
You can turn an ally’s success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target’s saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 20: Band of Heroes
You can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute:
- The target is cured of all disease and poison and can’t be frightened or poisoned.
- The target has advantage on Wisdom and Constitution saving throws.
- The target gains temporary hit points equal to your level.
Once you use this feature, you can’t use it again until you finish a long rest.
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