Base Class: Paladin
As a paladin of Morax your duty is to keep the mortals and the lands of Sulah in constant harmony while Morax is the God of order he believes that, While he and the other adeptei can make the laws of of the lands they have chosen to rule he is not willing to intervene with the squabbles of mortals that is their problems to deal with which is why you have been chosen to be his emissary.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Order Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Command, shield |
| 5th | calm emotions, Earthbind |
| 9th | counterspell, Wall of Sand |
| 13th | Private Sanctum, stoneskin |
| 17th | Modify Memory, Hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Beacon of Order. You can use your Channel Divinity to augment your Allies with divine power. As a bonus action you can grant your allies within 10ft of you a +2 to their AC (for 10 minutes, note you do not gain the AC bonus just your Allies)
Revoke Chaos. You can use your Channel Divinity to nullify the possibility of chaos to guarantee a favourable outcome. Whenever you and up to 10 creatures of your choice are caught within the area of effect of a spell, you can grant them advantage on the save for that effect.
Spears of Judgement
You gain another way to use you divine power as an action use can consume a spell slot like you would a divine smite to hurl an obsidian spear up to 60ft away, you add your spell attack modifier, to the Attack roll and your charisma bonus to the damage. The spear will unless specified by the user always aim for a non lethal part of the target most often the legs.
when a target is hit by an attack they take damage equal to the equivalent of a divine smite the same level, the target is always counted as an undead for the purpose of the spears damage.When the target is struck by the spear the target must make a dexterity saving throw or have there speed reduced to 0 for 1 minute or until they can make a strength save to escape. Both the strength and dexterity saves are based off your Spell save DC.
Aura of Harmony
Starting at 15th level, a holy presence emanates from you that mends your allies wounds in battle. Allies within 10ft of you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated, Allies that are unconscious and having to make death saves do not get the healing instead they will automatically pass one death save.
The range of this aura is increased to 30ft when you reach 18th.
Emissary of Order
At 20th level, you become an avatar of peace, which gives you two benefits:
- You have resistance to all damage that originates from spell effects.
- as long as you have Allies within 30ft of you you may attack another time whenever you take an attack action, in addition whenever you use your spear of judgement you may hurl an additional spear.
- any spells cast Except divine smite or spear of judgement are automatically treated as being cast at the highest level.
Previous Versions
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