Oath of Guardian
The Oath of the Guardian binds a paladin to the defense of those who cannot defend themselves. Sometimes called knight protectors, pious templars, or divine crusaders. These paladins know that there will always be a place for them at the front lines of the battle with evil. Whether it is a small village, a singular maiden or an entire city that is threatened with destruction, they hold themselves to the expectation of protecting all who do not have the means to protect themselves. Many who swear this oath are devoted to gods of life and war and use their gods’ tenets as their guide through the trials they face. They do not stay in any one place too long, as those in their charge are protected and the danger passes, another’s in need of defense.
Tenets of Guardian
The tenets of the Oath of the Guardian vary by paladin, but all the tenets revolve around the protection of the weak or misjudged. Paladins who uphold these tenets are willing to go to extraordinary lengths to protect the innocent from evil or injustice, using their own sensibilities to differentiate between someone who needs their assistance, and someone who might manipulate others for their own ends. These paladins are often neutral good or lawful good in alignment.
Valor: Always be prepared to stand before evil or injustice to save a life, even in the face of impossible odds.
Discernment: Your ability to defend the weak is wasted on those who feign helplessness. Always know the truth of your charges need.
Resolve: Always continue on in the face of adversity, persevere when others fall short, and be prepared to end a threat permanently to ensure lasting protection of those in your charge.
Character: Your words and your deeds should engender trust, dependability, and hope to all those you encounter. You do not know who will be the next to need your protection and your name should be beyond reproach, so as to be the first called upon when destruction is foreshadowed.
Oath Spells
You gain oath spells at the paladin levels listed.
Level |
Spells |
3rd |
Hunter's Mark, Shield |
5th |
Spiritual Weapon, Warding Bond |
9th |
Counterspell, Spirit Guardians |
13th |
Death Ward, Stoneskin |
17th |
Banishing Smite, Greater Restoration |
Channel Divinity
When you take this Oath at 3rd level, choose two of the following three Channel Divinity options.
Divine Challenge: As a bonus action, you compel a creature within 10 feet of you to focus its attacks upon yourself. The creature makes a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on attack rolls for any attack that don’t include you as a target for 1 minute. Creatures who fail this saving throw also takes your proficiency bonus in radiant damage for all attacks not directed at you. The creature can repeat the saving throw at the start of its turn. On a success, the effect ends.
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Divine Ward: As a reaction, you protect an ally from harm if they are within 10 feet of you and are hit with an attack. You must use this ability before the damage result is known. When you use this ability, whatever damage or conditions that would have affected your ally affect you instead. You make any saving throws as normal. The ward remains on the target for 1 minute, and you can use your reaction on subsequent turns to redirect further damage or effects to yourself.
Light of Dawn: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 4 x your paladin level. Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Aura of Resistance
Starting at 7th level, you can choose one damage type aside from slashing, piercing, or bludgeoning when you finish a short or long rest. You and allied creatures within 10 feet of you have resistance to that damage type. At 18th level, the range increases to 30 feet.
Soul of the Defender
Starting at 15th level you can choose to empower yourself with healing energies. After being reduced to 0 hit points, on your next turn, you may use a reaction to begin healing hit points equal to your Charisma modifier + your Constitution modifier every round for 1 minute. Once you use this ability, you can’t use it again until you finish a long rest.
Guardian Angel
At 20th level, as an action, you can cause yourself to become an impenetrable bulwark of divine energy. Once you use this feature, you can't use it again until you finish a long rest. For one minute, you gain the following benefits:
You sprout 6 Radiantly white wings from your back, gaining you a flying speed of 60 feet. (If you are wearing armor or clothing covering your back, the wings magically go through them.)
Your body ignites with the glowing light of hope, anytime a creature damages you and there within 5 feet of you, they take Radiant damage equal to your charisma modifier. This light also shines bright light for 30ft and dim light for an additional 30ft.
Your skin hardens and glows, changing into a platinum sheen, your eyes turn gold, and you have immunity to necrotic damage, along with resistance to all other damage.
You emanate an aura of Healing in a 20-foot radius. All creatures you consider your ally heal an amount equal to 2d8 + Your Charisma modifier when you initially transform. And you will continue to heal them within the radius for 1d4 + Your charisma modifier at the end of each turn. You and your allies just will be healed just if you dint attack or casted a spell on the turn.