Immortal Guardians (5e Subclass)
Immortal Guardian[edit]
Paladin Subclass
Zhaang Seven Sabers (Qi Dao) was a furious Immortal Guardian of the great 8th Phoenix Emperor of the Zhujiang Empire. In the famous battle of the Snow Tiger Pass he fought valiantly as he defended the 8th Phoenix Emperor from the hordes of warrior Uruks of Amur Khan... he fought them furiously with his twin ancestral sabers; polar crescent moonblade and Typhoon crescent moonblade, slaughtering scores of them until Amur Khan personally entered the battlefield riding atop his furious Sabertooth Tiger, Janghal the "Widowmaker". Zhaang flung himself fearlessly at Amur Khan, even greviously wounding Janghal and driving the savage beast off, which promptly caused the massive warlord to be violently flung towards the ground. Amur Khan picked himself with his great War axe and furiously bellowed at Zhaang, both of them quickly closed the distance as clumps of wet muddy snow was flung into the air in their thundering charge. The Bloodthirsty Orogs began to hammer their oversized maces and waraxes to their crude iron shields and form a circle as Zhaang and Amur Khan Dueled to the Death. Amur Khan roared and brought his battle axe to the high heavens so he might strike Zhaang with a decapitating blow but Zhaang was both quick and strong and brought his twin sabers into an interrupting "scissor guard" which caught the iron handle between both blades and left to bloody gashes into the fatty round face of Amur Khan, But Amur Khan was furious and such cosmetic damage was a sign of honor Among the Altai Uruks. On and on did they dance this deadly dance of death, Where Amur Khan would strike at Zhaang with the power of a thunder god but Zhaang would move swiftly like the lord of the winds evading these deadly strike and counter attack, leaving several bloody gashes on the Warlord's mighty body. Amur laughed when he realized Zhaang's game and feigned another power attack, only to catch Zhaang with a headbutt when Zhaang counterattacked, which smashed Zhaang's nose into a bloody mess and sent him flying to the ground. With one mighty hobnailed boot, Amur Khan stomped on Zhaang's left sword arm and pinned it to the wet snow, breaking the bones inside. Zhaang cried out in agony, with spittle between both teeth and took his right arm and drove Polar crescent moonblade through Amur Khan Calf muscle, this only caused Amur Khan to laugh even louder in a mocking chortle. This time Amur Khan brought his Battle Axe (The Blood Moon Axe) to the high heavens and for a moment locked eyes with Zhaang, this time Zhaang was laughing between bloody teeth and Amur Khan's smile quickly soured into a furious look of confusion, without a moment to contemplate this trickery his great Arms brought down the Blood-Moon Axe and chopped Zhang's head free from his armored body. Amur Khan then delicately picked up Zhaang's smiling head by his topnotch and the former guardian's head strangely locked eyes with him but his warband of Orogs roared with defiance and victory to the High Heavens... tragically this barbaric victory was short lived as a storm of red hot meteors came raining down from the Heavens, crashing into the earth, exploding into great columns of fire and shattering armored orogs and sending their bloody remains flying. Amur Khan hurtled into the sky and crashed back into the earth, losing his grip on his enemies head and suddenly losing consciousness for a moment. When he came to a few seconds later, he could still feel his heavy scaled armor burning on his body and that his foot was badly twisted, possibly broken. He Began to slowly pick himself up, bloody spittle erupting from his mouth as he coughed, when he looked up and noticed a headless body lumbering about on the charred battlefield. The headless body was the of Zhaang! Zhaang's body walked over to a mound and picked up a chared object, only to place it between it's shoulder's as a head. Suddenly this abomination turned around and it was Zhaang, back from the dead, his neck muscles sending out ribbons of muscle to attach to his head as he smiled and his charred, what was once decapitated head spoke "haha! The Term "Immortal Guardian" might be a slight exaggeration but my death gave enough time for the Phoenix Emperor to use his powers to strike you and your monstrous horde down! This time it's round two and I hope you enjoy every moment of terror you inflicted on the numerous warriors and champions you have slain thrown back to you a thousandfold!" With that Zhaang pulled his twin saber and quickly sprung towards Amur Khan like a lightning bolt, Amur was too slow, he could not deflect or roll with each lightning quick strike and within moments was cut to bloody ribbons by the Immortal Guardian Zhaang.
- Oath of The Immortal Guardian
The Oath of The Guardian binds a paladin to the most pragmatic ideals to defend a Great Empire from threats but external and internal. Immortal Guardians have must sometimes commit unspeakable acts of war and assassination to keep the Empire stable, Immortal Guardians have been know to even murder Emperor's and their entire families when the Emperor's have become insane and started dabbling in forbidden magic to achieve godhood because they serve the throne and not the one sitting on the throne. Immortal Guardians are generally Lawful Neutral, some are lawful good and several have become Lawful Evil because they can be ruthless in their tasks to preserve the Empire. Immortal Guardians can be religious but several are secular and generally only pay homage to their ancestors and imperial saints. Immortal Guardians are not only formidable and zealous warrior monks in the battle field, they are also known philosophers and poets who have read various works of ancient philosophy and have crafted various paintings and poetry during times of peace, alas all works have been written anonymously.
Tenets of Devotion Though the exact words and strictures of the Oath of The Guardian vary, paladins of this oath share these tenets.
Secrecy. You can lie or cheat if the person might be a potential adversary. But it's best to omit truths or speak false truths to preserve the Empire's honor though.
Courage. Never fear to act, though caution is wise.
Conviction. Have no fear in occasionally performing the most ruthless acts. The rich and powerful aristocracy must be kept in line, abducting their families and holding them as "prisoners" in the Emperor's palace keeps the oligarchy in fear, which makes them less corrupt and paying their taxes. If the Emperor becomes insane, If the Emperor is a traitor and practices forbidden magic with unspeakable entities then the Emperor must be assassinated and possibly his entire family, this also applies to great lords and ladies who consort with forces that would destroy the Empire.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
- Oath Spells
You gain oath spells at the paladin levels listed:
Paladin Level | Spells |
---|---|
3rd | hunter's mark, protection from evil and good |
5th | zone of truth, misty step |
9th | protection from energy, dispel magic |
13th | banishment, stoneskin |
17th | scrying, flame strike |
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
- You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Ancestral Armor. As an Action, you can imbue yourself with the positive energy of your ancestors. When you take this action and at the start of each turn afterwards, you regain a number of temporary hit points equal to your Charisma modifier (minimum of 1) for 1 minute. In addition, choose one damage type from the following: acid, cold, fire, lighting, necrotic, psychic, poison, radiant or thunder. You gain resistance to damages from the chosen type.
- Additional Attack
Starting at 7th level, whenever you miss a melee weapon attack, you can use your bonus action to reroll that attack.
- Immortal Body
At 15th level, you gain proficiency in all saving throws, and whenever you fail a saving throw, you can spend a spell slot to reroll to reroll the save with Advantage, and adding a bonus equal to the level of the slot. You can also spend a spell slot when you are reduced to 0 hit points, to be reduced to a number of hit points equal to 1d8, plus 1d8 per level of the slot instead.
In addition, you no longer age, and cannot die from old age or be magically aged, and you no longer need food, water, breath, or sleep.
- Blessing of Immortality
Starting at 20th level, when you are reduced to 0 hit points, you can choose to return from the dead with your total number of hit points.
If you do so, you regain the use of your channel divinity, if you have already used it, and can automatically activate its effect.
Once you do so, you can't do it again until you finish a long rest.
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