Paladin
Base Class: Paladin

Lawkeepers are an ancient order of Azoris, dating back to the Era of Emergence itself. As the first creatures began to work on the foundations of civilization, order was threatened by chaos and the Lawgiver established the tenets of morality. Those who have a heightened morality and strong sense of justice are recruited to become Lawkeepers and sent out into the world to adjudicate quarrels and judge wrongdoing. Trained in both diplomacy and tracking, these noble warriors rarely fail to bring in those who break the law once brought to their attention. While it is not their primary responsibility, they are also a welcome ally against creatures of chaos for any adventurer caught in their wake.

 

TENETS OF THE LAWKEEPER.

The tenets of the Oath of the Lawkeeper were set by the first Grandmaster Judge  when they were granted Scales of Judgement by the Lawgiver.

Law. The law is paramount. It is the mortar that holds civilization together, and it must be respected by all.

Order.  Without order, chaos would unravel the threads of civilization and laws would become meaningless.

Diligence. You must be willing to do what needs to be done to bring in a lawbreaker, even in the face of grave danger. 

Judgment. You must deal swiftly with those who deserve judgment, as you are responsible for fulfilling your duties to judge and administer judgment as a Lawkeeper.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Lawkeeper Spells
Paladin Level Spells
3rd command, hunter's mark
5th hold person, zone of truth
9th hypnotic pattern, tongues
13th  faithful hound, resilient sphere
17th arcane hand, wall of force

Channel Divinity

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

Abjure the Lawbreaker. As a bonus action, you issue a proclamation of the law. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you. While frightened in this way, a creature falls prone at the start of their turn. A creature may repeat the save at the end of their turn or whenever they take damage.

Proclamation of Power. As a bonus action, you can bolster friendly creatures with your Channel Divinity. A number of creatures of your choice up to your Proficiency Bonus within 30 feet of you gain a bonus to their damage rolls equal to your Charisma modifier (minimum of 1) + half of your Paladin levels (rounded down) until the end of their next turn.

Lawful Retribution

Starting at 7th level, when a friendly creature within 5 feet of you takes damage, you can use your reaction to strike in retribution on the attacker. Make a weapon attack against the attacker, with advantage if they are of Chaotic Alignment or were witnessed breaking a law by you.

Relentless Judgment

Starting at 15th level, your hunter's mark spells no longer require concentration and are considered as if they were cast at the highest level spell slot you have access to and your faithful hound can move up to 30 ft at the start of your turn towards a creature you can see as part of its bite attempt.

Arbiter of the Law

At 20th level, your presence overwhelms those who deserve judgment. You can use your bonus action to gain the following benefits for 1 minute:

  • You have resistance to all damage and advantage on saving throws caused by creatures of Chaotic Alignment or that you witnessed breaking a law.
  • Creatures targeted by you (or your spell effects) have disadvantage on saving throws and ability checks while within 30 feet of you.
  • You score a critical hit on an attack roll of 19 or 20. If a creature is affected by one of your oath spells when you score a critical hit, it automatically takes the maximum damage from your attack and if a creature is reduced to 0 hit points it immediately dies.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell to use it again.

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