Base Class: Paladin
Unlike a traditional Paladin, a Marshal's Oath is first and foremost to an organization. As upholders of their organization's order, Marshals are common among national militaries or as sheriff of police forces, though it's just as possible that a Marshal is a gang's enforcer. The average Marshal works on the open road, acting as a de facto sheriff for villages, ranches, and largely settled, but lawless areas of the nation.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crown Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hunter's Mark, Longstrider |
| 5th | Find Traps, Hold Person |
| 9th | Glyph of Warding, Nondetection |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Hallow, Hold Monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Divine Lasso. As an action, you can produce a lasso of divine energy to tie your enemy down. Choose a creature within 60 feet, they must make a Strength Save against your Spell Save DC. On a failure they become restrained and they take 1d6 Radiant or Necrotic Damage (your choice). At the beginning of each of that creature's turn they make the Strength Save again, ending the effect on a success, and taking another 1d6 Radiant or Necrotic Damage (the one you originally choose) on a failure. This effect lasts until the creature makes a successful save, 1 minute passes, or you end the effect as a bonus action.
Supernatural Hardiness. As a reaction, when you take damage from an attack, you can reduce the damage you would take from that attack by your Paladin levels.
Crusader of the Range
At 3rd level, your Divine Smite feature and your Paladin spells that can be triggered or cast using melee weapons, can also be triggered or cast using ranged weapons as well.
In addition, as an action, you can expend a use of your Divine Sense feature to detect a humanoid whose name you know. If that target is within 60 feet of you, you know its location, direction, and distance. If not, you know it isn't nearby. The target is the humanoid whose name you use when you take this action. This feature may point to the wrong person if you don't have the right name, or someone of the same exact name is within range.
Aura of Swiftness
Starting at 7th level, you, friendly creatures within 10 feet of you, and any vehicles that you or they occupy increase their movement speeds by 10 feet. This aura only works while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Volley
Beginning at 15th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Undaunted Sheriff
At 20th level, nothing will stop you from your duty. As an action, you can gain the following benefits for 10 Turns:
- You gain Immunity to the Charmed, Frightened, Paralyzed, Stunned, and Unconscious conditions, and you immediately remove all of these conditions from yourself when you activate this Feature.
- You gain Immunity to Psychic Damage.
- You have Advantage on any check or save to resist or end being Grappled, Incapacitated, or Restrained.
- You remain fully conscious and active if you are reduced to or at 0 HP. You still make death saves, however, taking damage does not automatically count as a failed save. Instead, taking damage forces you to immediately make another death save without counting a success, and a Critical Hit now counts as a single success. While in this state, if you get 3 successes, you revert to 1 HP.
You may use this action, even if you normally couldn't take an action. Once you use this feature, you can't use it again until you finish a long rest.
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