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Paladin

Watcher

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.

Ideals: Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar Forces. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

Be ever alert for corruption.

Never accept gifts or favors from fiends or those who truck with them.

You are the shield against the endless terrors that lie beyond the stars.

Level Spells
3Alarm, Detect Magic
5Moonbeam, See Invisibility
9Counterspell, Nondetection
13Aura of Purity, Banishment
17Hold Monster, Scrying

Subclass Features

Lv 3

Abjure the Extraplanar

You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each Aberration, Celestial, Elemental, Fey, or Fiend within your Aura of Protection that can hear you must make a WIS saving throw. On a failed save, the creature 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 end its movement in a space within your Aura of Protection. 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 take the Dodge action.

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 within your Aura of Protection, up to a number equal to your CHA modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on INT, WIS, and CHA saving throws.

Oath Spells

Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Aura of the Sentinel

You emit an aura of alertness while you aren't Incapacitated. When you and any creatures of your choice within your Aura of Protection roll initiative, you all gain a bonus to initiative equal to your Proficiency Bonus. You and creatures of your choice within your aura cannot be Surprised.

Lv 15

Vigilant Rebuke

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you, or a creature within your Aura of Protection succeeds on an INT, a WIS, or a CHA saving throw, you can use your reaction to deal 2D8 + your CHA modifier Force damage to the creature that forced the saving throw.

Lv 20

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 ft.

You have advantage 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 saving throw against your spell save DC. On a failed save, the creature takes 3D10 Force damage if the damage dealt this way exceeds the creature’s CR the creature is magically banished to its native plane of existence if it's currently not there. 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 or you expend a 5th level spell slot to regain the use of this feature (No action required).