Oath of the Warden

A Paladin Oath sworn to a place, with a consecrated area that slows enemies, reaction attacks on creatures that attack others and a form that stops creatures moving past.

Identity

The Oath of the Warden is the Paladin Oath sworn to somewhere: a pass, a station, a stretch of road, a settlement of four hundred people who did not ask for a Paladin and got one. The Oath is to that ground and the people standing on it. Wardens are the least mobile Paladins and the hardest to remove, and on the frontier locals treat one as part of the geography.

Features

  • L3 Hallowed Ground

    As a Spell Divinity option, you can consecrate a 30-foot radius around a point you can see within 60 feet for 1 minute. Creatures hostile to you have their speed halved inside it and cannot teleport into or within it. You and allies inside it cannot be forcibly moved.

  • L7 Aura of the Watch

    You and friendly creatures within 10 feet of you gain a bonus to saving throws against being Frightened, Charmed or forcibly moved equal to your Charisma modifier, minimum +1. The radius increases to 30 feet at 18th level.

  • L11 Defensive Strike

    When a creature within 5 feet of you attacks someone other than you, you can use your reaction to make one melee weapon attack against it, and it has disadvantage on that attack roll.

  • L15 Home Ground

    You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made within a place you have watched for at least a month, and you always know when a hostile creature crosses into it. While you are within that place, you also regain hit points equal to your Charisma modifier at the start of each of your turns if you have at least 1 hit point.

  • L18 Immovable Stand Capstone

    Once per long rest, you gain the following benefits for 1 minute. Your walking speed is halved and cannot be reduced further. You have resistance to all damage. Allies within 30 feet of you have resistance to the damage of any attack you can see coming. Any creature that tries to move past you within 10 feet must succeed on a Strength saving throw against your spell save DC or have its movement end.