Oath of the Guardian

A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.

Tenets of the Guardian

When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.

Encourage Prosperity. You must work hard to bring joy and prosperity to all around you.

Preserve Order. Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.

Decisive Action. Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Guardian Spells
Paladin Level Spells
3rd Litany of sure hands*, shield of faith
5th Mantle of the brave*, spiritual weapon
9th Beacon of hope, invested champion*
13th Banishment, inspiring speech*
17th Creation, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Inspired Leadership. You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.

Turn the Wild. As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Renowned for their ability to accommodate members of different, sometimes opposing cultures, Oath of the Hearth paladins often find themselves in warmer locations, serving as neutral parties for diplomatic meetings. The Seven Cities see many peace-minded paladins who attempt to end, or at least suspend, the constant warfare among the city-states.

Aura of Awareness

Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can’t be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.

Hold the Line

At 15th level, you can turn an ally’s success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target’s saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Band of Heroes

At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute:

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

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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