Oath of the Guardians

by Jadeor

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Oath of the Guardians

Oath of the Guardians

The sun rises, and so my quest begins. I will live and die protecting others. I am the sword in the morning. I am the watcher on the wall. I am the shield that guards the innocent. I pledge my life and honor to the this cause, for this day and all the days to come..

A Paladin Oath

Paladins who take this oath dedicate their lives to protecting others. Some choose to protect one person or a specific group of people, others dedicate themselves to protecting the innocent or the defenceless.

Tenets of the Guardians

The tenets of the Oath of the Guardians are all about protecting others.

Sanctuary. I will protect those who cannot protect themselves.

Justice. I will protect even those I hate, so long as it is right.

Acceptance. I accept that there will be those I cannot save.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Freedom Spells
Paladin Level Spells
3rd Alarm, Sanctuary
5th Enhance Ability, Warding Bond
9th Beacon of Hope, Leomund's Tiny Hut
13th Mordenkainen's Private Sanctum, Stoneskin
17th Circle of Power, Greater Restoration

Channel Divinity

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

  • Get to Safety! As a bonus action, you can brandish your holy symbol and choose another creature you can see within 60 feet of you. The creature gains resistance to all damage types until the end of your next turn, and as a reaction it can move up to its movement speed without provoking opportunity attacks.
  • Warder's Bond. As an action, you can touch a willing creature and create a magical bond between you using your Channel Divinity. For a number of hours equal to your proficiency bonus, you always know the creature's direction and distance from you, provided you are on the same plane of existence. During this time, if the bonded creature is dealt damage by a hostile creature, as long as you are on the same plane of existence you feel it, and as a reaction you can teleport to an unoccupied space within 10 feet of the bonded creature when you do. Once you've teleported this way, you may not do so again until you next use this Channel Divinity.

Dauntless Bodyguard by Manuel Castañón

Aura of Shielding

Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus of +1 to your AC.

At 18th level, the range of this aura increases to 30 feet.

Stalwart Protector

At level 15, whenever you hit a creature with a weapon attack, the creature has disadvantage on all attack rolls it makes that targets creatures other than you until the start of your next turn.

Mark of the Guardian

At level 20, you can mark a creature as under your protection. As a bonus action, you can choose another creature you can see within 60 feet of you and mark it. The marked creature gains the following benefits for 1 minute:

  • The marked creature has advantage on all saving throws it makes.
  • Whenever the marked creature deals damage to another creature, it deals an additional 1d8 damage.
  • Whenever the marked creature takes damage while you can see it and it's within 60 feet of you, you can choose to prevent that damage (no action required). If you do, you take 1d8 necrotic damage.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

 

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