Oath of the Watchers
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 civilizations in short order. Aberrations from beyond the stars, celestials gone astray, elementals run rampant, fey with alien agendas, and fiends seeking to corrupt — all these and more are the concern of a Watcher.
These paladins are disciplined and vigilant, forever scanning the skies and the dark corners of the world for signs of incursion. They are valued allies of those who study or combat planar threats, and their senses are keener than those of ordinary warriors when it comes to detecting the presence of such beings.
Oath of the Watchers Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of the Sentinel |
| 15th | Vigilant Rebuke |
| 20th | Mortal Bulwark |
Tenets of the Watchers
Vigilance. The threats you face are cunning, powerful, and often in disguise. Be ever alert for their presence.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and the mortal folk you defend.
Discipline. You are the last line of defense against threats that can destroy whole settlements. Harden your resolve, even in the face of overwhelming odds.
Subclass Features
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | alarm, detect magic |
| 5th | moonbeam, see invisibility |
| 9th | counterspell, nondetection |
| 13th | aura of purity, banishment |
| 17th | hold monster, scrying |
Channel Divinity
3rd-level Oath of the Watchers feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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 you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unwanted planar visitors. As an action, you present your holy symbol, and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom 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 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.
Aura of the Sentinel
7th-level Oath of the Watchers feature
Starting at 7th level, you and creatures of your choice within 10 feet of you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Vigilant Rebuke
15th-level Oath of the Watchers feature
At 15th level, you've learned how to chastise anyone who dares assault your mind or the minds of your companions. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to deal \(2d8\) + your Charisma modifier force damage to the creature that forced the saving throw.
Mortal Bulwark
20th-level Oath of the Watchers feature
At 20th level, you manifest a spark of divine power that rebuffs extraplanar invaders. As a bonus action, you gain the following benefits for 1 minute:
- You gain advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- You gain immunity to being charmed or possessed by such creatures.
- When you hit a creature of those types with an attack, you can choose to banish it to its home plane if it fails a Charisma saving throw against your spell save DC. The creature can't return to the current plane for 24 hours by any means short of a wish spell.
Once you use this feature, you can't use it again until you finish a long rest.