Paladin
Base Class: Paladin

Paladins who take the Oath of the Frontier are the sworn protectors of civilization, individuals who commit their life to watching over the borders and walls that guard the realms of humanity. Sometimes mistaken for rangers and known as outriders or vagabond knights, these paladins leave behind the comforts of civilized society to serve as defenders of justice, traversing vast distances across harsh terrains in search of people who need their aid and protection, all while holding back, shining sword in hand, the monsters and bandits of the night.

Tenets of the Frontier

The Shield that Guards Civilization. Be vigilant, be prepared, hold the line and never let the darkness encroach upon the realms of humanity.

The Sword in the Darkness. Be swift, be courageous, be the beacon for those in need of guidance and cut through the dark with the same driven ferocity.

For all the Nights to Come. Your work is never completed, there will always be a call for help. Don’t let it go unanswered, until your last days.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Paladin Level Spells
3rd goodberry, longstrider
5th find steed, pass without trace
9th haste, sending
13th black tentacles (tentacles appear as chains instead), freedom of movement
17th hallow, wall of force

Channel Divinity

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

Nightveiled Steps. As an action on your turn, you may shroud yourself in a cloak of protective magic to stride across dangerous terrain, expending a use of your Channel Divinity. For 1 hour, you and any creature within 5 feet of you gain advantage on Dexterity(Stealth) checks, and their speed increases by 10 feet. 

Twilight Lariat. As a bonus action on your turn, you may imbue a weapon you are holding with the ability to trap the foes of civilization, expending a use of your Channel Divinity. For 1 minute, the weapon extends into partially becoming a lariat. While it is transformed this way, its reach is extended by 5 feet, and once on each turn when you hit with an attack, you may try and ensnare the target as part of the attack. The creature must succeed on a Dexterity saving throw against your spell save DC or be tethered by the lariat for up to 10 minutes.

A creature tethered by your lariat cannot willingly move away from you and it cannot speak a deliberate lie. You may use a bonus action on any subsequent turns to pull it 10 feet towards you, and once per turn when you deal damage to it, it takes an additional 1d6 radiant damage from the attack. A tethered creature can try to escape by using their action to attempt a Strength saving throw against your spell save DC, ending the effect on a success. This effect ends early if you are incapacitated, die, if the creature is more than 30 feet away from you or if you dismiss it at any point (no action required).

Hearth and Stride

Starting at 7th level, you have magically acquired the tools to survive far away from civilization. Your walking speed and that of any creature you are mounted on increases by 10 feet.

Additionally, during a short or long rest, you can invoke the cloaking power of your oath to help guard your respite. At the start of the rest, you may touch a point in space, as an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

Stalwart Vanguard

At 15th level, you become specially adept at swiftly moving across the front lines. Whenever you score a critical hit in combat, use your Channel Divinity or reduce a creature to 0 hit points, you or your mount may move up to their speed without provoking opportunity attacks (no action required). Additionally, until the end of your turn, your walking speed increases by 10 feet and any attacks of opportunity against you or your mount are made with disadvantage.

Righteous Outrider

By the time you've reached 20th level, you can become an avatar of the frontier. As an action, you can assume a state of divine vigilance that lasts for 1 minute, and while in it, you gain the following benefits:

  • Your walking speed increases by 15 feet.
  • Once before the effect ends, you can cast the find greater steed spell without expending a spell slot or having the spell prepared. When you use this feature, the casting time for the spell is 1 bonus action.
  • Your weapon attacks deal an extra 1d6 radiant damage, and score a critical hit on a 19 or 20 on the d20.

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.

Previous Versions

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