Paladin
Oath of the Guardian
Some Paladins are employed by travelling caravans to protect them from otherworldly beings. As they often find themselves fighting powerful beasts, most have started using firearms to even the odds.
Tenants of the Guardian
The tennants of the Oath of the Guardian will vary between paladins, but all revolve around a combination of protection and offence.
- Protect the Traveller. Most who walk outside the civilisation, while armed, are are no match for the beasts that would attack them. It is your duty to protect them.
- Slay Evil. While it is true that not all otherworldly beings are evil, those who are need help passing from this world.
- Stand with your Own Those who stand with you will have your back, and you must have theirs.
- Ask for Nothing in Return To serve is reward enough.
Oath Spells
3rd Level Oath of the Guardian Feature
You gain oath spells at the paladin levels listed
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Sanctuary |
| 5th | Darkness, Moonbeam |
| 9th | Conjure Barrage, Tiny Hut |
| 13th | Wall of Fire, Stoneskin |
| 17th | Hallow, Flame Strike |
Divine Marksmen
3rd Level Oath of the Guardian Feature
Starting at 3rd level, you gain proficiency with Firearms. In addition, when you choose to make a ranged attack, you can choose to use your divine smite with it. When you do, you use d6s instead of d8s. Your firearm can act as an arcane focus.
Channel Divinity
3rd Level Oath of the Guardian Feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Divine Protection As an action, you may present your holy symbol and speak a prayer of protection, using your channel divinity. A sphere with a radius of 15ft is centered on you, moves with you, and lasts 1 minute or until your are incapacitated or die. You can grant any creature within it with +2 AC.
- Divine Judgement As an action, you may present your holy symbol and speak a prayer of Judgement, using your channel divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Aberrations, celestials, elementals, fiends, fey and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
Aura of Shielding
7th Level Oath of the Guardian Feature At 7th level, you emit a warding aura while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you are subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.
At 18th level, the range of this aura increases to 30 feet. If pass save, then take no damage
Defensive Strike
15th Level Oath of the Guardian Feature
At 15th level, when a creature you see targets a creature with a melee weapon attack, you may use your a reaction to make a weapon attack against the attacking creature. If you inflict damage, that creature is stunned for their turn, potentially stopping all of their attacks. You cant use this feature again until you finish a short or long rest.
Paragon of Duty
20th Level Oath of the Guardian Feature
At 20th level, you manifest a spark of divine power in defense of the innocent. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, fiends, and undead.
- When a creature within 15ft of you is the target of an attack from a creature also within 15ft, you can also force the attacking creature to make a Charisma saving throw against your spell save DC. On a fail, the attack fails. If you spend a reaction, the attack is instead rolled against itself.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.