Paladin
Base Class: Paladin

The two most powerful forces of the cosmos have remained the same for all time and eternity. Absolute law and writhing chaos. Over the eons, each power created their worlds, races, and eventually disciples. Though many deities rise and fall, the original powers remain the greatest. Among these powers lie the Wardens of Law and the Runners of Chaos. The Law Wardens are the bringers of justice, law, mercy, and order. It is the law of the cosmos and even of people which the Law Wardens command. 

Channel Divinity

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

Activate the Even Scales. You may use your Channel Divinity to invest the power of control and stability. As an action, you may bind a number of creatures equal to your proficiency modifier within 30 ft of you to the law of the cosmos. When you do this, you may choose to take away advantage or disadvantage from any roll the chosen creatures make individually. Furthermore, if a creature that you choose gets a critical hit on an attack roll, you may use the power of law to make the hit do average damage with no critical benefits. This benefit last for 1 minute.

The Grand Trial. You may use your Channel Divinity to judge a hostile creature you can see. As a bonus action, you gain knowledge of its hit points, immunities, resistances, vulnerabilities, and saving throw proficiencies. Furthermore, if you hit this creature with Divine Smite, you may deal an extra 1d8 radiant damage. This effect ends if the creature dies, becomes unconscious, or if you use this feature again on a different target. 

Oath Spells

You gain oath spells at the paladin levels listed.

 Oath of the Law Warden Spells

Paladin Level Spells

3rd

protection from evil and good, sanctuary

5th

silence, zone of truth

9th

counterspell, tongues

13th

guardian of faith, mordenkainen's private sanctum

17th

dispel evil and good, geas

Aura of Punishment Immunity

Starting at 7th level, you and friendly creatures within 10 feet of you cannot be attacked via opportunity attacks by any hostile creature while you are conscious. 

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

Divine Gavel

At 15th level, you gain the ability to enact the natural force of law in the form of a magical explosion. If you are hit and damaged by a melee weapon attack, you may use your reaction to stun the attacker and any enemy within 10 feet of it with beautiful arcs of divine lightning. They are stunned until the end of your coming turn. You may use this feature a number of times equal to your constitution modifier (a minimum of 2) between long rests.

The Mighty Judge

At 20th level, you are able to channel the fullness of all divine law. You become immune to chaos and anything that would hold you back from enforcing divine judgement. As an action, you may embody the all-mighty power of natural law, gaining the following effects for 1 minute.

  • You are immune to all conditions. If you are knocked to 0 hit-points, you do not go unconscious nor are you incapacitated. Instead, you continue to fight until all death saves are failed.  
  • No creature or trap can gain advantage on any attack roll or saving throw against you. Furthermore, your hit-point maximum, movement speed, and ability scores cannot be decreased in any way.
  • When you use your Divine Gavel ability, each creature affected by it also takes 20 radiant damage. This damage cannot be reduced or increased in any way. 

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

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