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🦸‍♀️5e - Guardian🦸‍♀️

Guardians are sworn to protect the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order.

Level 3: Guardian Training (Flavor)

You gain 💃Athletics, and 💃Endurance 🎲Proficiency, or one level of 🎲Expertise, if you are already proficient.

Level 3: Channel Oath

You can channel divine energy to fuel magical effects. Other Paladin features might give additional Channel Oath effect options. Each time you use Channel Oath, you choose which effect from this class to create.

If a Channel Oath effect requires a 🎲Save, the 🎲DC equals the ☄️Spell Save DC from this class’s Spellcasting feature.

Champion Challenge: As a Bonus Action, you use expend one use of your Channel Oath and issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you makes a WIS Save. Failure: The creature has the ☠️Taunted condition and can’t willingly move more than 30 feet away from you for 1 minute. This effect ends on the creature if you are ☠️Incapacitated or die or if the creature is more than 30 feet away from you.

Number of Uses: You can use this feature a number of times as stated in the Paladin Class Table. You regain 1 expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 3: Spells of the Guardian

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the table below, you thereafter always have the listed spells prepared.

3rd level Paladin: ☄️Command, ☄️Compelled Duel

5th level Paladin: ☄️Warding Bond, ☄️Zone of Truth

9th level Paladin: ☄️Aura of Vitality, ☄️Spirit Guardians

13th level Paladin: ☄️Banishment, ☄️Guardian of Faith

17th level Paladin: ☄️Circle of Power, ☄️Geas

Level 7: Aura of the Guardian

You can shield others from harm at the cost of your own health. When a creature within your Sacred Aura takes damage, you can magically take that damage, instead of that creature taking it (no Action required). This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

Level 11: Protective Spirit

While you are ☠️Bloodied, as long as you are not ☠️Incapacitated, you regain 1/2 x your Paladin level + CHA 💖Hit Points, at the start of each of your turns.

Level 15: Glorious Defense

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an 🎲Attack Roll, you can take a Reaction to grant a bonus to the target’s 🛡️AC against that 🎲Attack, potentially causing it to miss. The bonus equals your CHA (minimum of +1). If the 🎲Attack misses, you can make one 🎲Weapon Attack against the attacker as part of this Reaction if the attacker is within your weapon’s range.

Number of Uses: You can use this feature a number of times equal to your CHA, and you regain all expended uses when you finish a Long Rest.

Level 19: Exalted Champion

As a Bonus Action, your presence on the field of battle is an inspiration to those dedicated to your cause and you gain the benefits below for 10 minutes or until you end them (no Action required).

Mental Strength: While in your Sacred Aura, you and your allies have ADV on WIS 🎲Saves.

Unkillable: You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Scorn Death: While in your Sacred Aura, you and your allies have ADV on 🎲Death Saves.

Number of Uses: Once you’ve used this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no Action required).

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