dauntless/content/Classes/Paladin/Oath of Safekeeping.md
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Players Guide 2

Swearing an oath of Safekeeping binds a paladin to a person, place, or object, which they steadfastly guard. These paladins might change the subjects of their protection, but they never demand any recompense for their safeguarding duty. Though they can use any means at their disposal, they personally act as the last line of defense against harm to their charges.

Tenets of Safekeeping 

Paladins who swear the oath of Safekeeping might have different motivations for protecting their charges, but they all sacrifice everything to make sure no harm comes to those under their protection.

  • As Long as It Takes. Obligate yourself to an accepted charge until no threat remains or until the charge is turned over to another guardian.
  • Last Line of Defense. Protect your charge until you draw your dying breath.
  • Watchfulness. When guarding your charge, never divert your attention. When you must rest, ensure you can relinquish your duty to a trusted agent.
Safekeeping Progression
Paladin Level Features
3rd Channel Divinity: Divine Blockade, Channel Divinity: Shielding Nimbus, Safekeeping Oath Spells
7th Aura of Watchfulness
11th Unwavering Protection
15th To the Last

Channel Divinity 

3rd-Level Safekeeping Feature 

You gain the following two Channel Divinity options. 

  • Divine Blockade. As a bonus action, you can ward an object or space, no larger than 5 feet on a side, from a single target creature you can see within 30 feet. For 1 minute, the targets speed is halved when trying to move toward the object or space. For the duration, if the target tries to touch the object or enter the space you designated, it must succeed on a CHA save or be stunned until the end of its next turn.
  • Shielding Nimbus.  As an action, you present your holy symbol and target a friendly creature within 10 feet of you. For 1 minute, that creature adds your CHA modifier to its AC (minimum bonus of +1). This effect ends early if you fall unconscious.

Safekeeping Oath Spells 

3rd-Level Safekeeping Feature 

You gain oath spells at the paladin levels listed in the Safekeeping Oath Spells table. See the Paladin Subclass class feature in the Players Guide for how these spells work.

Safekeeping Oath Spells
Spell Circle Spells
3rd alarm
5th warding bond
9th nondetection
13th resilient sphere
17th wall of force

Aura of Watchfulness 

7th-Level Safekeeping Feature 

While you arent incapacitated, you and friendly creatures within 10 feet of you gain a bonus to WIS (Insight and Perception) checks equal to your PB

This aura is enhanced by the 17th-level Aura Improvements class feature (see Players Guide).

Unwavering Protection 

11th-Level Safekeeping Feature 

The divinity guiding you in your ordained task guarantees you wont falter in your goal. At the end of each long rest, choose a charge, which must be a single person, a location no larger than 1,000 feet on a side, or an object. You have the following benefits while within 30 feet of your charge:

  • As a reaction when a creature targets your charge with an attack, spell, or effect, you can move up to your speed toward your charge and intercept it. If this movement brings you to within 5 feet of your charge, the attacking creature either has disadvantage on its attack roll or your charge has advantage on its save against the spell or effect targeting it. If the attack hits your charge, it takes only half the damage, and you take the other half. If your charge fails the save, you can become the new target of the effect, suffering the full effects of the failed save in place of your charge.
  • You are immune to the incapacitated and unconscious conditions.

To the Last 

15th-Level Safekeeping Feature 

Your dogged resolution frees you from the embrace of death for a short period. If you are reduced to 0 HP and within 30 feet of your charge, you dont fall unconscious but remain at 0 HP. Until you regain hit points, you must make death saves as normal. Each time you take damage, it counts as an automatic death save failure, though you remain conscious. After the threat to your charge has ended (typically when the combat encounter ends) or after 1 minute has elapsed, whichever comes first, you succumb to your injuries. If you succeeded on three death saves and still have 0 HP, you fall unconscious and are stable. If you failed three death saves and still have 0 HP, you die.

Once this feature has activated, it cant be activated again until you finish a long rest.