🦸♀️(Legacy) 5e - Oath of the Watchers🦸♀️
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
TENETS OF THE WATCHERS
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance: The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty: Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline: You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Level 3: Oath Spells
You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.
3rd level: ☄️Alarm, ☄️Detect Magic
5th level: ☄️Moonbeam, ☄️See Invisibility
9th level: ☄️Counterspell, ☄️Nondetection
13th level: ☄️Aura of Purity, ☄️Banishment
17th level: ☄️Hold Monster, ☄️Scrying
Level 3: Watcher’s Will
You can use your Channel Divinity to invest your presence with the warding power of your faith. As an Action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your CHA modifier (minimum of 1). For 1 minute, you and the chosen creatures have ADV on INT, WIS, and CHA Saves.
Level 6: Aura of the Sentinel
You constantly emanate an alerting, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.
When you and any creatures of your choice within your Aura roll initiative, you all gain a bonus to initiative equal to your CHA.
Level 9: Ear for Deceit
You no longer question the motives of those around you as your refined instincts easily sniff out dishonesty. When listening to a creature speak, provided you share at least one language, you are immediately aware if it is being dishonest, without needing to make any ability check.
Level 13: Vigilant Rebuke
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an INT, WIS, or CHA Save, you can use your Reaction to deal 3d8 + CHA force damage to the creature that forced the saving throw.
Level 17: Mortal Bulwark
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute:
- You gain 👁️Truesight with a range of 120 feet.
- You have ADV on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a CHA Save. Failure: The creature is magically banished to its native plane of existence if it’s currently not there. Success: On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).