The Oath of the Keeper is not one taken lightly. Unlike other Paladins, those who devote themselves to this cause are often at odds with the very source of their powers. The divine can be just, but it can also overreach. Sometimes called keepers, knights of the eclipse, or swords of the scales. These warriors fight against all incursions into the Material Plane, protecting it from what they see as undue interference in the affairs of mortals. Angels and demons alike have faced their wrath, and paid the price. Their methods can seem overzealous, but they are undoubtedly effective.
Tenets of the Keeper
Paladins of the Oath of the Keeper share the same goal, and follow these tenets to seek its execution.
Walk the Wall. The invaders hide in every corner, always seek them out.
As Above, So Below. Though fiends might be foul, the
danger of the divine looms larger still.
Greater Good. Make truces with lesser foes, even make
allies. But remember: Keepers only keep promises to themselves.
Reject Worship. Divinity is power, a tool to be wielded but not worshipped.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of
the Keeper Spells table. See the Sacred Oath class feature
for how oath spells work.
| Oath of the Keeper Spells |
Paladin Level |
Spells |
3rd |
detect magic, protection from evil and good |
5th |
earthbind, misty step |
9th |
magic circle, nondetection |
13th |
banishment, private sanctum |
17th |
dispel evil and good, planar binding |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Keeper's Ward. You can use your Channel Divinity to shield your allies from otherworldly forces. As an action, you bless a friendly creature you can see within 30 feet of you with divine protection for 1 minute. While blessed, the creature gains resistance to a damage type of your choice that isn't bludgeoning, piercing, or slashing damage. In addition, if the creature would be the target of an attack while within 30 feet of you and you can see it, you can use your reaction to give the attack disadvantage.
- Turn the Outsiders. As an action, you present your holy symbol and speak a prayer censuring celestials and fiends, using your Channel Divinity. Each celestial or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 Keeper
At 7th level, you emanate an aura that impedes magical travel while you aren't incapacitated. Hostile creatures can't enter or exit a space within 10 feet of you via teleportation or planar travel unless you wish it. A creature entering your aura from the Ethereal Plane is instead shunted to the nearest unoccupied space outside of your aura.
Additionally, if a hostile creature would return to its home plane as a result of dying while within 10 feet of you, it is instead destroyed.
At 18th level, the range of this aura increases to 30 feet.
Unveil the Uninvited
Starting at 15th level, you are always under the effects of thedetect evil and good spell.
Also, you know when a creature enters the area within 120 feet of you via planar travel.
Realm Warden
At 20th level, you can take the form of a true bulwark against the planes. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- You can't be teleported or transported via planar travel against your will.
- You gain resistance to two damage types of your choice that aren't bludgeoning, piercing, or slashing damage. You can use your action to change either or both of these damage types, choosing again from the same options.
- Once on each of your turns, when you hit a creature with a melee weapon attack, you can deal 1d8 additional force damage to it, or 2d8 force damage if the creature didn't originate from the Material Plane.
Once you use this feature, you can't use it again until you finish a long rest.