Paladin
Base Class: Paladin

Uphold Peace Through Law and Force

The Oath of Peace binds Paladins to the preservation of order above all else. These Paladins are not gentle mediators or shining champions of mercy. They are armored enforcers whose presence is itself a warning: comply, stand down, or face the consequences.

Many who swear this oath serve gods of law, judgment, civilization, or conquest. Others serve courts, churches, empires, or sacred legal orders. They believe that justice and mercy can only exist after peace has been secured.

These Paladins share the following tenets:

  • Peace must be preserved before all other virtues.
  • Mercy is given to the compliant, not the defiant.
  • Violent disorder must be answered swiftly, decisively, and without hesitation.

Level 3: Oath of Peace Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Peace Spells table, you thereafter always have the listed spells prepared.

Paladin Level Spells
3 Thaumaturgy, Command, Hunter’s Mark
5 Silence, Suggestion
9 Counterspell, Slow
13 Banishment, Compulsion
17 Arcane Hand, Wall of Force

Level 3: Imposing Presence

You gain proficiency in another skill of your choice from the skill list available to Paladins at level 1.

In addition, as a Bonus Action, you can draw upon your imposing presence. The next time within 10 minutes that you make an ability check using Animal Handling, Deception, Insight, Intimidation, or Persuasion, you can use your Strength modifier instead of the ability modifier normally used for that check.

Once you use your Strength modifier in this way, the effect ends.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Channel Divinity: Peacekeeper’s Edict

When a creature you can see damages you or a creature friendly to you, you can take a Reaction and expend one use of your Channel Divinity to place an edict of violent retribution upon that creature.

The creature must make a Wisdom saving throw against your Peacekeeper save DC.

Peacekeeper Save DC = 8 + your Charisma modifier + your Strength modifier

On a failed save, the creature has the Stunned condition until the end of your next turn, as divine authority arrests its body and will.

On a successful save, the creature resists the full force of the edict, but not its threat. Its Speed is halved until the end of your next turn.

A creature affected by this edict understands the consequence of its violence. The edict does not need to be spoken aloud; it may manifest as a silent glare, a raised weapon, a flaring holy symbol, a sudden pressure in the air, or the unmistakable sense that further defiance will be answered with overwhelming force.

Level 7: Aura of Silent Mandate

Your presence carries the weight of an unspoken command. While you are not Incapacitated, creatures in your Aura of Protection are also affected by your Aura of Silent Mandate.

Once on each of your turns, you can choose one hostile creature in your Aura of Silent Mandate that can see you. The creature must make a Wisdom saving throw against your Peacekeeper save DC (8 + your Charisma modifier + your Strength modifier). On a failed save, the creature has the Frightened condition until the end of its next turn.

In addition, when you cast one of your Oath of Peace spells, you do not need to provide verbal components for that spell. If the spell requires a creature to hear you or understand spoken words from you, a creature in your Aura of Silent Mandate can instead be affected if it can see you and is capable of understanding a clear physical command.

Level 15: No Second Warning

Your edicts become harder to resist, and those who survive the first warning learn that peace is not requested twice.

Your Peacekeeper save DC now equals:

Peacekeeper Save DC = 8 + your Proficiency Bonus + your Charisma modifier + your Strength modifier

In addition, when a creature succeeds on its saving throw against your Peacekeeper’s Edict, the edict does not fully fade. The creature remains under your warning until the end of its next turn.

While under this warning, the creature’s Speed is halved.

If the warned creature damages you or a creature friendly to you before the warning ends, it takes Radiant damage equal to your Paladin level + your Strength modifier, and it must repeat the Wisdom saving throw against your Peacekeeper save DC. On a failed save, the creature has the Stunned condition until the end of its next turn. On a successful save, the warning ends.

Finally, when a creature that is immune to the Frightened condition fails a saving throw against your Aura of Silent Mandate, it does not gain the Frightened condition. Instead, until the end of its next turn, its Speed is reduced by 10 feet, it cannot take Reactions, and it has Disadvantage on the next attack roll it makes.

Level 20: Avatar of the Peacekeeper

As a Bonus Action, you become a living instrument of violent order for 10 minutes. You can use this feature once, and you regain its use when you finish a Long Rest. You can also regain an expended use of this feature by expending a level 5 spell slot.

For the duration, you gain the following benefits:

  • You have Immunity to the Restrained condition.
  • You ignore Difficult Terrain.
  • You have Advantage on saving throws and ability checks you make to avoid or resist gaining Exhaustion.
  • When you move, you can move through the space of any creature that has the Frightened condition, though you cannot willingly end your movement there.
  • Once on each of your turns, when you hit a creature that has the Frightened condition with a melee attack, you can deal extra Radiant damage to it equal to your Strength modifier + your Charisma modifier.
  • A creature that is Frightened of you cannot cast spells with verbal components while it is in your Aura of Silent Mandate.

In addition, your Aura of Silent Mandate becomes overwhelming. When a hostile creature enters your Aura of Silent Mandate for the first time on a turn or starts its turn there, it must make a Wisdom saving throw against your Peacekeeper save DC. On a failed save, the creature has the Frightened condition until the end of its next turn.

After you use this feature, whenever you finish your next Short Rest before your next Long Rest, you remove all levels of Exhaustion from yourself.

While this feature is active, the battlefield itself seems to submit to your authority. Chains cannot hold you, broken ground does not slow you, and fatigue bends beneath your oath. Your silence becomes unbearable: every hostile creature near you feels the same command pressing against its will. Be still, or be made still.

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