Paladin: Oath of the Guardian

by griffmac

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Oath of the Guardian

The Oath of the Guardian holds a paladin to protect the lives of their impassioned brethren. Often simply called Guardians, these paladins are driven by a deep sense of loyalty to their allies and revel in the fervor of new ideas and glory of revolution. They believe that they and their allies hold the power to improving the world, and will do what it takes to protect them while fulfilling that effort. Those that take this oath are not tied to a particular race, philosophy, or god, but are instead a pillar of group morale, ridding allies of their fears and granting them the confidence to achieve great things. These paladins will often adorn themselves with images of fire and powerful beasts to bolster their resolve.

Tenets of the Guardian

The Oath of the Guardian's core principles are simple. These paladins hold three virtues above all else:

Justice. Be righteous. Truth is power.

Resolve. Be stoic. Stay true to your cause.

Courage. Be brave. Stand against the tide.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin level Spells
3rd Hellish Rebuke, Charm Person
5th Warding Bond, Spiritual Weapon
9th Beacon of Hope, Tongues
13th Freedom of Movement, Wall of Fire
17th Dream, Awaken

Channel Divinity

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

Virtue of Justice. As an action, you channel your Virtue of Justice to empower allies with a fiery aura. Choose up to four allies within 30 feet of you. During their next turn, the first successful weapon attack they make deals extra fire damage equal to your Charisma modifier plus half your paladin level.

Virtue of Resolve When you use your Lay on Hands class feature, you may invoke your Virtue of Resolve to increase the range to 10 feet, instead of needing to touch the creature.

Virtue of Courage When an ally within 30 feet of you is knocked prone, you may call upon your Virtue of Courage. When you do so, that ally may immediately use its reaction to stand back up without expending any movement.

Wall of Deflection

By 7th level, you've learned to manifest unique protective magics to ward off harm. When an another ally within 10 feet of you would be hit with a ranged attack from a creature you can see, you can use your reaction to summon a wall of sheer forceful light to try and stop the attack. The attack's damage is reduced by a number equal to your paladin level before it reaches your ally. If the damage is brought to zero, the missile evaporates. The wall immediately dissipates once it blocks damage from the attack. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

At level 18, the range extends to 30 feet.

Inspirational Figure

By level 15, you've learned how to motivate people. If you are not already proficient in the Persuasion and Deception skills, you become proficient. In addition, choose between Persuasion and Deception: your proficiency bonus is doubled for any ability checks using that proficiency. If you were already proficient in one of these skills, you can choose to become proficient in a different Charisma skill instead. This new skill cannot be selected to double its proficiency bonus.

If you have ten minutes to debate with a friendly creature (with whom you share at least one language) in a non-hostile environment, your Charisma (Persuasion or Deception) checks to sway their opinion can be made with advantage.

Avatar of Resolve

At level 20, your resolute aura of confidence and courage can be felt by even unconscious creatures. Allies within 30 feet of you have advantage on death saving throws, and return to 1 hit point on a roll of 19 or 20.

In addition, when an ally you can see within 60 feet of you takes damage that would reduce it to 0 hit points, you may use your reaction to become an Avatar of Resolve. You and your ally are wreathed in the fierce embers of your zealotry, sending sparks into the air whenever you are struck. You immediately prevent them from falling unconscious and absorb all damage done them while in this form. As an Avatar of Resolve, you have resistance to all damage: including the damage absorbed from your ally.

Also when entering this form, you erupt with the flames of justice and deal 10 fire damage to enemy creatures within 10 feet of you. Any enemy that hits you with a melee attack while you are transformed takes fire damage equal to your Charisma modifier (minimum of 1) each time they strike you.

You remain in this form until the start of the attacking creature's next turn or until you dismiss it at any time before then. You can use this feature twice before needing to finish a long rest.

 

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