Paladin
Base Class: Paladin

"Sorry, Miss. I don't make the laws, I just enforce them."

Paladins who take up the Oath of Law have one common ideal: the law is the law, and nobody is above it. They do not compromise, they do not cut deals, and they most certainly do not trade in one criminal for another. To a Paladin of the Law, one criminal is as bad as another, and all will pay their due debt. They are sometimes called rigid and inflexible. Paladins of the Law can be found in all law-abiding societies, from good to evil. A law being unjust or unfair makes no difference to them -- it is still The Law.

Tenets of Law

Order. The Law must be upheld, else all shall fall to chaos.

Equality. All are equal in the eyes of The Law.

Unbending. Compromise of one's ideals is a weakness; the Law is immutable.

Oath Spells (Law)

You gain Oath spells at the paladin levels listed.

Level 3: Command, Hunter's Mark

Level 5: Hold Person, Zone of Truth

Level 9: Dispel Magic, Slow

Level 13: Freedom of Movement, Compulsion

Level 17: Dominate Person, Wall of Force

Channel Divinity (Law)

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

Stop Right There, Criminal Scum! As a reaction when a creature you are hostile towards attempts to move within 30ft of you, you may present your Holy symbol and attempt to freeze it in place. The creature must make a Charisma saving throw with DC equal to your 8 + your proficiency + your Charisma modifier. On a failed save, the creature is frozen in place for 1 minute and unable to willingly move through any of its own means, including magical teleportation. At the end of each of the creature's turns, they may attempt another Charisma saving throw to end the effect on themselves.

Long Arm Of The Law. As an action, you may channel the absolute authority of your oath: None shall escape the Law. For one minute, you may use your Divine Smite feature on ranged weapon attacks, and any creature struck by your Divine Smite has their speed reduced to 0 until the end of its next turn.

Pursuit of Justice

Beginning at seventh level, you've become accustomed to criminals attempting to flee justice. Friendly creatures within 10 feet of you at the start of your turn have their speed increased by 15 feet until the end of their next turn while you're conscious.

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

You Can't Outrun The Law

Beginning at 15th level, you know that the nature of enforcing the Law means being reactionary, and that criminals will always have a head start on you, but you work to minimize their advantages. At will, you may activate the effects of the Longstrider and Freedom of Movement spells on yourself, expending no spell slots. After activating these spells, you may not use this feature again until you complete a long rest.

You Fought The Law, and The Law Won

At 20th level, you are the ultimate enforcer of the Law. Criminals tremble at the mention of your name; former offenders shrink at the sight of you. You are an unerring, rigid blade to be wielded as the Law sees fit.

As a bonus action, you may gain the following benefits for 1 minute:

  • Enemy creatures within 30 feet of you have disadvantage on attack rolls against you.
  • You are immune to spells and abilities which would reduce your movement speed.
  • You gain immunity to the grappled, restrained, and paralyzed conditions.
  • You and friendly creatures within 60 feet of you ignore difficult terrain.

After using this feature, you may not use it again until you complete a long rest.

Previous Versions

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12/5/2021 6:35:00 AM
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