this oath are empowered to smite evil where it stands from
afar. Often reserved by their very nature, these paladins stand
as stoic landmarks in the midst of turmoil, and offer guid-
ance and safety to those in their care. Many have served as
town guards or stood watch atop castle battlements, and are
equally likely to favor a bow and arrow as they are a sword
and shield.
TENETS OF THE WATCHTOWER
The tenets of the Oath of the Watchtower hold a paladin to
protect their flock and keep an ever-mindful eye, as danger is
always lurking in the shadows.
Guard the Flock. Your vigilant watch is the first line of
defense against impending evil.
Harbor the Weary. Your steadfast protection provides
comfort and safety.
Show the Way. Your patience and guidance shine a light
for others to find their path.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Oath of the Watchtower Spells
Paladin Level Spells
3rd guiding bolt, longstrider
5th see invisibility, warding bond
9th magic circle, sending
13th death ward, guardian of faith
17th flame strike, hallow
CHANNEL DIVINIT Y
Oath of the Watchtower When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Divine Sniper. You can empower a weapon with divine
NEW PALADIN OATH precision using your Channel Divinity. As a bonus action,
you touch a bow or crossbow within your reach. You can use
your Charisma modifier, instead of Dexterity, for any attack
Paladins are zealous warriors given might by their cause.
Some swear oaths to rid the world of certain creatures or and damage rolls you make with it for the next 8 hours or
to be a champion of peace, whereas others exist simply to until you finish a short or long rest. For the duration, you can
restore a sense of balance in the world as they see fit. Most use your Divine Smite feature when you hit a target with a
paladins are good, although some of the strongest and ranged weapon attack using it. When you do, the extra dam-
most feared have turned to work in support of evil instead. age dice are d6s, instead of d8s.
Regardless of their virtues, it is this unwavering conviction If you later gain the Improved Divine Smite feature, you
among paladins that serves as the source of their strength: a deal an extra 1d6 radiant damage whenever you hit a creature
commitment to righteousness, or at least their version of it, with a ranged attack using this bow or crossbow.
that fuels their every decision. Warding Tower. During a short or long rest, you can
There are countless paladins across the multiverse, many create a magical ward around you to safeguard your respite
of whose views are at odds with the next one’s. What creature using your Channel Divinity. At the start of the rest, you can
or cause has wronged you, or is so important to you that it spend 10 minutes warding the area in a 15-radius circle on
drives you headlong into the forces that oppose you? These the ground, after which point a 15 foot tall cylinder extends
beliefs will impact the oaths and paths you take to in order to upward from the circle. The cylinder remains until the rest
uphold them. ends, you roll initiative, or you leave the area, up to 8 hours.
The cylinder is transparent from the inside, but is shrouded
by camouflaging illusions from the outside, allowing crea-
OATH OF THE WATCHTOWER tures to see to the other side of the cylinder, as if it weren’t
there. Creatures outside the cylinder only become aware of
The Oath of the Watchtower is devoted to the stewardship
it with a successful Wisdom (Perception) check against your
of its land and the people who live there. While traditional
paladin spell save DC, but make the check with a penalty
paladins leap to meet danger head-on, paladins who swear
equal to half your paladin level (rounded up). In addition,
15
you are mentally alerted whenever a Tiny or larger creature
whom you haven’t designated, as per the alarm spell, comes
within 30 feet of the cylinder.
Any light from open flames inside the space, such as a
campfire, torches, or similar, isn’t visible outside it. The
atmosphere inside the space is comfortable and dry, regard-
less of the weather outside. Until the rest ends or you leave
the cylinder, you can command the interior to become dimly
lit or dark.
If you have no more uses of your Channel Divinity, you can
still use this option by expending a spell slot of 1st level or
higher as part of creating the magical ward. When you do,
the maximum number of hours that it can remain is equal to
twice the level of the spell slot used.
AUR A OF VIGIL ANCE
Starting at 7th level, you gain a bonus to Wisdom (Percep-
tion) checks you make that rely on sight; this bonus is equal
to your Charisma modifier (minimum of +1). You also exude a
watchful aura, which extends from you and protects you and
friendly creatures within 10 feet of you. Affected creatures
within the aura can’t be surprised, and opportunity attacks
against them are made with disadvantage.
You can choose to move the origin of your Aura of Vig-
ilance to another willing creature. As an action when you
touch a creature, or as part of the action to use your Lay on
Hands feature, you can choose to make that creature the
origin of your Aura of Vigilance. Alternatively, when you deal
damage to a target with your Divine Smite, you can move
the origin to a willing creature that you can see within 5 feet
of that target. The aura originates from this creature until
you’re more than 150 feet away from it, until it dies, or until
you use a bonus action to end the effect, at which point the
aura returns to you. Moving the aura’s origin to a different
creature removes it from the first. While the aura is originat-
ing from another creature, you can use an action to sense the
direction of its location. Any other aura that you have is not
moved by this feature.
At 18th level, the range of this aura increases to 30 feet.
SENTINEL’S AID
Beginning at 15th level, you can use your Lay on Hands
feature on a creature that you can see within 60 feet of you,
instead of a creature you touch. To do so, you must expend
twice as many hit points from your pool as normal.
In addition, you can take the Search action as a bonus
action on your turn.
AVATAR OF THE WATCHTOWER
At 20th level, your steadfast presence provides your allies
with boundless confidence and protection. You can use an
action to gain the following benefits for 1 minute:
y You have resistance to bludgeoning, piercing, and slash-
ing damage.
y You regain 10 hit points at the start of each of your turns
while you have at least 1 hit point.
y Friendly creatures in your Aura of Vigilance are consid-
ered to have half cover against hostile attacks and effects.
Once you use this feature, you can’t use it again until you
finish a long rest.
16 The Griffon's Saddlebag