Oath of the Bodyguard (5e Subclass)
Oath of the Bodyguard[edit]
Paladins who join the order of the Bodyguard dedicate themselves to the staunch and unyielding protection of a specific person one they have been hired to protect. Members of the order of the guard are often mercenaries, offering their valuable services for a fee to those who wish to protect their investments. An order of the guard paladin can offer his services to a cause in which he believes without accepting a monetary payment, though the paladin’s protection must come at some price, be it a favor, the release of knowledge, or other intangible trade. A tenet of the order is that the high level of protection the order strives for is only obtainable if the protector invests something of himself in the task and stands to lose something valuable should he fail.
- Tenets of the Bodyguard
- Self-sacrifice Paladin must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life.
- Loyalty A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer.
- Payment The paladin must always receive some compensation for his services, be it money, a favor, or other payment.
- Alertness You must be prepared for any unexpected eventuality to protect your ward.
- Oath of the Bodyguard Spells
Paladin Level | Spells |
---|---|
3rd | Compelled Duel , Sanctuary |
5th | misty step, Warding Bond |
9th | Haste, Revivify |
13th | dimension door, Death Ward |
17th | Scrying, telekinesis |
Channel Divinity[edit]
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
You shall not pass. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Determination is what gives you the strength to defend your master[edit]
At 3rd level when choosing this subclass you may add your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls with one weapon of your choice.
Status[edit]
Beginning at 7th level, You are aware of direction and distance to the ward and any conditions affecting them.
Under guard[edit]
Starting at 15th level, the lay on hands ability can be used on a his ward within range as a bonus action.
Guardian Angel[edit]
At 20th level, you can assume the form of an guardian angel. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet. You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.
Once this feature has been used it cannot be used again until you finish a long rest.
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