Paladin
Base Class: Paladin

Oath of Order paladins uphold certain tenets:

Part of the whole - I’m not a judge nor an executioner. An individual’s fate should be decided by the proper channels.
Spirit over word - Law was made for man, not man for the law. No law should be twisted against its purpose.
Accountability - Those within the Order are not immune to corruption. I am accountable to my peers, and my misdeeds carry equal weight to those of the people.
Burden of authority - When navigating murky waters, I will act to the best of my conscience, knowledge and abilities. However, I will accept any and all consequences for my actions, intended or not.
Allegiance - This kingdom’s fate is tied to that of the ruling monarch. One cannot prosper without the other.

Channel Divinity

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

Bind the Chaos. When you strike a creature with a melee weapon attack, you can use your channel divinity as a free action to attempt to grapple the creature. While you have the creature grappled this way, you are not restricted in your movement and can move away or around the creature without breaking the grapple.

Rebuke the Lawless. As an action, you present your holy symbol and speak a prayer censuring fiends and fey, using your Channel Divinity. Each fiend or fey 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Protection

Starting at 7th level, while you are conscious, whenever you or a friendly creature within 10 feet of you take damage, they gain a +2 to AC until the end of their next turn. A creature cannot benefit from this more than once per turn.

At 18th level, the range of this aura increases to 30 feet.

Divine Claim

Beginning at 15th level, you gain the ability to magically put a claim over a small area.

As a bonus action, choose a sphere of 10ft diameter centred within 20ft of you. For 1 minute, enemies that end their turn in the area take 2d12 psychic damage, friendly creatures that end their turn in the area gain 1d10 temporary hit points. 

You can use this action without cost once per long rest, but may reuse it by expending a spell slot of 4th level or higher.

Grand Upholder of Justice

At 20th level, as an action, you transform into an avatar of order for 1 minute, during which if a creature within 30ft of you attacks or casts a spell targeting another creature, you may use your reaction to pre-empt it by teleporting to an empty space within 5ft of them and making a melee attack targeting them.
If the attack hits and the target was casting a spell, they must succeed on a concentration check for their spell or it will fail. If the attack hits and the target was making an attack, they make it with disadvantage.

Once you use this feature, you can’t use it again until you finish a long rest.

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