The Desert Paladin

DesertPaladin-Final

 

 

The people who populate the vast  desert eke out a meager existence often lacking  fresh water and other things that those in more temperate climates take for granted. What they don’t lack is faith. Unfortunately, the larger religions do not do enough to serve all of their flock. Most desert settlements do not even have temples for the faithful to pray in. The members of these churches are forced to undertake dangerous pilgrimages to the larger cities in order to have their spiritual needs met. The desert sand cares little of the plight of these poor travelers. Many would perish among the dunes if not for the paladins tasked to guard them across the sands.

Oath of the Guardian

When a paladin swears the Oath of the Guardian they are undertaking a sacred duty to ensure the safety and health of religious pilgrims above all else.  Often called Templars or Hospitallers these paladins fulfill their charge even if it means sacrificing their own lives in the process. Paladins who follow this path devote their energy to learning healing and protection magic.  They adorn their armor and shields with imagery of angels.

Tenets of the Guardian

The tenets of the guardian set forth clear duties for the paladins who follow this oath.

Keep the Path Clear. Your duties of protection begin long before any pilgrims set forth. Those who mean to harm your charges must be beaten back into their desert holes.

Guard the Faithful. Your highest duty is to those who have placed their lives in your hands. Honor their faith in your deity by being willing to lay your life down for them.

Quench Their Thirst. Protection is not limited to fighting off bandits and giant scorpions. Travelers face many hardships on the trail including dehydration and starvation. It is your duty to alleviate these problems.

Give Aid to The Lost. The faithful in distant settlements often require the divine healing that a cleric offers. You must seek out these areas where no cleric may safely travel and offer aid where you can.

Oath Spells

You gain oath spells at the paladin levels listed.

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Channel Divinity

When you take the oath at 3rd level, you gain the following two Channel Divinity options.

Beasts of Burden. You can use your Channel Divinity to call forth one desert camel for every three paladin levels. These camels will remain in your service for two hours per paladin level. The beasts will transport the paladin and any other passengers tirelessly to any destination, but can not be used for combat. This option may be used once per day.

Hear Their Cries. You can use your Channel Divinity to locate individuals in need of aid within 30 miles of your position. You enter into a state of quiet prayer and listen. The prayers of those in need are amplified by your deity so that you may hear them. You are able to determine a direction and an approximate distance to travel.  In order to use this ability you must be able to concentrate quietly for one hour.

Aura of Endurance

Beginning at 7th level, you and friendly creatures within 10 feet of you are filled with diving endurance. You are able to travel for 10 hours per day before dealing with the effects of a Forced March.

At 18th level this range expands to 30 feet.

Angelic Weapon

At 15th level your weapon attacks become magical. When you hit with any weapon, the weapon deals an extra 4d8 radiant damage.

Guardian Angel

At 20th level you are able to temporarily assume the form of a guardian angel. Using your action you transform your body, sprouting wings and a holy light emanates from you. The effects are instantaneous and  you gain the following benefits:

  • Immediately upon your transformation, all friendly creatures within 30 feet of you magically regain 30 (6d8+3) hit points and are freed from any curse, disease, poison, blindness or deafness.
  • A searing bust emits from you engulfing all creatures of your choice within a 30-ft radius in magical, divine energy. All affected creatures must make a DC 23 Dexterity saving throw, taking 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t use it again until you complete a long rest.

The Desert Paladin was painted by Christoper Paul. Be sure to check out all of his fantastic work here.

 

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