Paladin

Sacred Oaths

Oath of the Guardian

The oath of the guardian binds a paladin to the protection of their allies. Their oath is to guard those who they love most, even if doing so conflicts with a "greater good." Putting their own life at risk to protect their companions, these paladins are capable of absoring massive amounts of damage in order to save those around them. In the presence of a large army, others may cower in fear, but a guardian does not flinch, instead standing his ground and readying himself for the fight.

Tenets of the Guardian

The tenets of the Oath of Balance focus on protecting one's loved ones at all costs. The tenets these paladins follow are as follows.

Love: Life is meaningless if not for those who you care about. Connections with others create purpose.

Willpower: Beliefs make you who you are. If you don't defend your beliefs, then you have nothing to stand for. The strong-willed don't cave to the pressure of others.

Resolve: Giving up is a show of cowardice. Fight to your last breath, and refuse to give in to evil.

Protection: Saving a defenseless individual is of greater importance than defeating an evildoer. Fight to save those you love, not to purge those you hate.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Guardian Spells Paladin Level Spells 3rd Absorb Elements, Armor of Agathys 5th Barkskin, Warding Bond 9th Crusader's Mantle, Spirit Guardians 13th Otiluke's Resilient Sphere, Stoneskin 17th Circle of Power, Destructive Wave

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

Impenetrable Wall: When a ranged attack passes within 5 feet of you, if you are holding a shield with your holy symbol engraved on it, you can use your reaction to intercept the attack with your shield, causing the attack to hit you instead. Make a Constitution saving throw against the attacker's save DC. The attack deals half damage to you on a failure and no damage on a success.

Bastion: When a creature within 5 feet of you is targeted by a melee attack, if you are holding a shield with your holy symbol engraved on it, you can use your reaction to block the attack with your shield, causing the attack to hit you instead. Make a Constitution saving throw against the attacker's save DC. The attack deals half damage to you on a failure and no damage on a success.

Taunting Aura

At 7th level, you lure creatures into attacking you instead of your allies. Whenever a hostile creature within 10 feet who can see or hear you targets a creature other than you with an attack or a harmful spell, they must first make a Wisdom saving throw against your paladin save DC. On a failed save, the creature must target you or lose the attack or spell. This effect doesn't protect other creatures from area effects. A creature that succeeds their saving throw against this effect is immune to it for the next 24 hours.

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

Unflinching Resolve

At 15th level, you refuse to go down without a fight. If you fail a Constitution saving throw, you can reroll it. You must use the new roll. Additionally, you cannot be frightened or intimidated.

Living Fortress

At 20th level, as an action, you can magically become an indomitable bulwark, gaining the following benefits for 1 minute:

You automatically take no damage when you block an attack with either of your Channel Divinity features.

You can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Creatures have disadvantage on saving throws made against your Taunting Aura.

Once you use this feature, you can't use it again until you finish a long rest.