My Documents
Support GM Binder!
## 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 adorn themselves with images of fire and powerful beasts to bolster their resolve. ### Tenents 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, Continual Flame* | 9th | *Beacon of Hope, Fear* | 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 your 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 an additional 1d6 fire damage. ***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). ### 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. ### Protector's Retribution At level 20, your devotion to your allies is limitless. When an ally you can see within 60 feet of you takes damage that would reduce them to 0 hit points, you may choose to magically absorb all or part of that damage instead: potentially saving their life. You have resistance to the absorbed damage. You can use this ability twice before needing a long rest. When you protect an ally and take damage in this way, your aura of Justice grows white hot. Jets of flame erupt from your body, burning enemies within 10 feet of you for 10 fire damage each. In addition, your confident presence can be used to bolster the unconscious resolve of fallen allies. Friendly creatures within 30 feet of you have advantage on their death saving throws and return to 1hp on a roll of 19 or 20.