Ushtabi Guardian (5e Subclass)
Ushtabi Guardian[edit]
Paladin Subclass
The Oath of The Ushtabi Guardian binds a paladin to the protection of his Kingdom or Order no matter the cost as well as the Imprisonment of extremely deadly, chaotic and powerful entities and artifacts. Sometimes called Scarab Guard, The Order of Horus, or Tomb Wardens, these paladins meet the ideal of the taciturn and grim guardians of Arcane anomalies, forbidden tombs and jailers of dangerous entities and artifacts. They hold themselves to the highest standards of conduct and secrecy, and some, have no fear of assassinating corrupt officials and even Emperors who would unhinge the balance and plunder these forbidden sites for their own power. Many who swear this oath are devoted to gods of magic and balance and use their gods' tenets as the measure to keep society ignorant and safe from these real unnamed dangers. They inscribe secret symbolic Hieroglyphs in their armor which can only be deciphered by others within their order... and the Symbols of the Arcane gods are etched into their elaborate armor...Horus, Osiris, Anubis, Wadjet, Thoth, Hecate, Ishtar...etc.
- Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
- Wardens. Catch and Imprison dangerous Artifacts and powerful spirits.
- Secrecy. Never tell the truth to those who are not trustworthy but try not to speak in lies. Remain silent or evade answering.
- Limited Compassion. Your primary job is to only protect the people of your kingdom you also need diplomatic to non hostile foreigners because you represent the Emperor/Pharaoh and can act as a ambassador. But if a few hundred innocents need to die to save millions then do what must be done.
- 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. Only break honor in event of existential threat to existence.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Only break Duty in event of existential threat to existence.
- Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | armor of agathys, detect magic |
5th | mirror image, see invisibility |
9th | dispel magic, protection from energy |
13th | banishment, fire shield |
17th | hallow, scrying |
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Prismatic Weapon. When you use your Divine Smite, you can spend an use of your Channel Divinity as a bonus action to cause acid, cold, fire, lightning, thunder or poison damage. When you do so, you cause additional 2d8 + your paladin level damage from that type.
- Turn the Paradoxical. As an action, you present your holy symbol and speak a prayer censuring elementals and undead, using your Channel Divinity. Each elemental or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
- Chromatic Aura
Starting at 7th level, whenever a creature within 10 feet take acid, cold, fire, lightning, thunder or poison damage, you can use your reaction to halve the damage taken by it.
At 18th level, the range of this aura increases to 30 feet.
- Spell Strike
Starting at 15th level, when you your Action to cast a spell, you can make a melee weapon attack using your bonus action.
- Lunar Nimbus
At 20th level, as an action, you can emanate an aura of Moonlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. all allies in area also gain advantage on saving throws against any effects with conditions. This also has the same effect as Faerie Fire in this greater radius.
Breaking Your Oath[edit]
An Ushtabi Guardian feels that he has failed if a great and powerful magical entity or anomaly has broken free from his ward or a corrupt and powerful official has seized a legendary artifacts that was sequestered by his order.
The only way he can atone for his failure is to go on a extremely deadly quest to capture whatever deadly nuisance has been freed.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.
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