Oath of the Warden

The Oath of the Warden is a vow to protect the precious few that the paladin holds dear at any cost and through any trial. Wards, or those that the Paladin has sworn to protect, could be anyone close or important to the Paladin—a deity's chosen, a spouse or sibling, a cleric with the cure to a devastating plague. When harm befalls their ward, these Paladins intervene with divine fervor. Though they have few or even a single ward they have sworn to protect, they will sacrifice life and limb to ensure their safety.

Tenets of the Warden

As the Cleric draws strength from their diety, a Paladin sworn to protect draws strength from the still-beating heart of their ward. If harm befells their ward, the Paladin considers it a monumenal failure and must avenge them to dispel their contrition.

Selflessness. I value the lives of my wards over my own.

I'd sacrifice my life without hesitation to ensure their survival.

Select Few. Though I fight for good, very few are worthy

of my protection and the ultimate sacrifice.

Unwavering. My guardianship weathers the toughest challenges. I would never abandon or separate from my ward.

Ever Vigilant. I proactively ensure the safety of any situation, in both combat and social situations.

Oath of the Warden Spells

Paladin Level Spells 3rd Sanctuary, Shield of Faith 5th Warding Bond, Lesser Restoration 9th Spirit Guardian, Revivify 13th Death Ward, Dimension Door 17th Hallow, Telephathic Bond

Channel Divinity

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

Leap of Faith When an enemy succeeds on an attack roll against an ally that's within 15 feet from you, you may use your reaction to leap 15 feet and land in an unoccupied space next to an ally and take the damage from that attack instead. The damage is halved before you take it. If you cannot land next to an ally, you cannot make the leap.

Blinding Covenant As an action, you may fill a 25 foot circle within 60 feet of you with blinding light. Any hostile creatures within the circle may not take any reactions until the start of your next turn.

Aura of Atonement

Starting at 7th level, you emanate an aura while you’re not incapacitated. The aura includes your space and extends 10 feet from you in every direction. Whenever a friendly creature other than you in the aura takes damage from an attack with a single target, reduce that damage by an amount equal to your Charisma modifier. Damage cannot be reduced below 1 this way. Once you reach 17th level, the damage is reduced by an amount equal to double your Charisma modifier and the aura extends 30 feet from you.

Answered Prayer

Starting at 15th level, Leap of Faith prevents all damage upon landing. The maximum distance a friendly creature can be from you is increased to 30 feet.

Benediction of the Worthy

Upon reaching your 20th level, you gain the ability to bestow a divine benediction upon your allies. As an action, you can choose any number of friendly creatures within 30 feet of you that you can see or hear. Until the beginning of your next turn, the chosen creatures have immunity to all types of damage. You can use this ability two times. You regain expended uses of it when you finish a long rest.

Brew: Steven Merenda, Joseph Cardino III

Art:Steve Jung