Base Class: Paladin
Paladins sworn to law are judges, lawyers, police officers and even guards. Unlike their Crown sworn cousins, they have no particular allegiance to a sovereign, their service is to law and civilization itself. They dedicate themselves to serving society itself, to the laws that hold it together. They are watchful guardians, standing against the chaotic tides that threaten to tear down everything civilization has built, holding truth and radiance in their hands against deception and injustice.
Tenets of Law
Impartiality. The law is paramount, it must be respected and followed with no biases, with decorum and determination.
Truth. Corruption and deception are all too common, harness law to find those who harm civilization and be unfaltering in your pursuit.
Civilization. That which laws protect is sacred and it must be protected at all costs, the lives of those that benefit from these laws are paramount.
Oath Spells
You gain oath spells at the paladin level levels listed.
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Lawful Sentinel
Beginning when you first pick this oath at 3rd level, you gain proficiency in the Insight if you don’t have it already, and you can use your Charisma modifier, instead of Wisdom, for all checks made with it.
In addition, you have advantage on any ability check related to information on bureaucracy and law.
Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options.
Efficiency. As a bonus action, you can grant a creature within 30 feet of you a blessing of law, expending your Channel Divinity. For 1 minute, the creature gains temporary hit points equal to half your Paladin level (rounded down) at the beginning of their turn, they can’t have disadvantage on attack rolls, ability checks or saving throws, and they ignore up to 5 levels of exhaustion.
Objection. As a bonus action, you can choose a creature within 30 feet of you and ready yourself to impose an objection on them, expending your Channel Divinity. Until the end of your next turn, if the creature uses their action to do anything other than truthfully surrender, you can use your reaction to teleport towards them and make a single attack of opportunity before the action is taken. If the attack hits, the creature is pushed up to 15 feet in a horizontal direction you choose.
Overruled
At 7th level, you can force those around you to be fair, like law is. Whenever a creature within an aura of protection makes an attack roll, ability check or saving throw at advantage or disadvantage, you can use your reaction to suppress both advantage and disadvantage from the roll, forcing it to be a normal roll.
A creature can be affected by this feature a number of times equal to half your proficiency bonus (rounded down), and these uses are regained when you finish a long rest.
Chains of Truth
Starting at 15th level, you can conjure spectral chains from your body, which go forth and bind the enemies of law. As an action, choose any number of creatures within 30 feet of you to succeed on a Dexterity saving throw. On a failed save, for up to 1 minute, the creatures suffer the following effects:
- They are considered to be grappled by you. They can attempt a Strength (Athletics) check against your spell save DC as an action to escape the grapple, but not the other effects.
- You immediately learn if the creatures have any damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
- For the duration, they cannot speak a deliberate lie. If they attempt to avoid telling the truth, they take 1d4 radiant damage and must succeed on a Charisma saving throw against your spell save DC, forcibly speaking the truth they were trying to conceal on a failed save.
- You can use a bonus action for the duration to pull up to two of the grappled creatures 15 feet closer to you.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Inevitable Judge
By the time you’ve reached 20th level, you can use your action to become an indomitable embodiment of law. For 1 minute, you gain the following benefits:
- Before you roll an attack roll, ability check or saving throw, you can forgo rolling. If you do, you treat the roll as if it had been a 10 on the d20. You can only do so once per turn.
- Once on your turn, you can use either your Efficiency or Objection Channel Divinity options without expending a use. You can do so up to three times during the duration of this feature.
- Creatures within your Aura of Protection cannot speak a deliberate lie.
Once you use this feature, you can’t use it again until you finish a long rest.
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