Paladin
Base Class: Paladin

The Oath of Ordinance is a commitment to enforce fairness, justice and order at every opportunity. When slaves are whipped, streets are vandalised or violence takes place no paladin that has taken this oath will allow it to continue. Whilst they are tyrannical in the way that demand everyone to meet their moral standards, their goodness is undeniable and pure. Tales of Oath of Ordinance paladins refer to them as heroes, liberators and saviours.

Paladins with this oath do not accept authority that they deem immoral and will attempt to liberate peoples from tyrants and find suitable replacement leaders. They can stay in a single town or city for decades fixing every problem they find before they choose to move on to help those in other locations. They never let an opportunity to do good pass them by, unless it would cause them to forfeit an opportunity to do even more good.

TENETS OF THE ORDINANCE

The Oath of Ordinance demands the those that take it use all their energy to make the world a better place and to preserve order and justice wherever they can. Paladins of this oath share the following tenets.

Action. Never ignore evil; the only time it is acceptable to retreat is to gather reinforcements.

Judgement. Provide punishment for acts of evil and kindness to those who do acts of good.

Honour. Treat others with fairness, and let  your honourable deeds be an example to them. Do as much good as possible whilst causing the least amount of harm.

Prosperity. Even after evil has been vanquished, one should help to make the world a better place and help what is merely good become brilliant.

Oath Spells

3rd-level Oath of Ordinance feature

You gain oath spells at the paladin levels listed in the Oath of Ordinance Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Ordinance Spells

Channel Divinity

3rd-level Oath of Ordinance feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Increased Rejuvenation. Using a bonus action and a use of your channel divinity you can fully refill the hit points in your lay on hands pool. If your lay on hands pool is full when you do this instead you receive 2 temporary hit points per paladin level.

Masterful Strike. After missing an attack you can use your channel divinity to make a melee attack with advantage against the creature you missed as a bonus action. The advantage granted by masterful strike overrides any pre-existing disadvantage, for example if your target had used the dodge action to give all attacks on them disadvantage it would not cancel out the advantage granted by Masterful Strike. Even if there are multiple pre-existing factors that would impose normally disadvantage, Masterful Strike will remain as an attack with advantage.

Aura of Might

7th-level Oath of Ordinance feature

Your presence invokes a strong aura around you while you aren't incapacitated. You and any creatures of your choice within 10 feet of you gain advantage on Strength and Constitution saving throws.

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

Divine protection

15th-level Oath of Ordinance feature

Perhaps gifted by a god you are devoted to or manifested by your devotion to your oath, you are bestowed extra vitality after being well rested. After a short or long rest, you gain 30 temporary hit points.

Vessel of Power

20th-level Oath of Ordinance feature

Your oath has connected you to a higher power and you can call upon this connection to carve through those that disrupt the order you impose. As a bonus action, you can emanate a field of mystical lightning. For 1 minute, this lightning surrounds you out to a radius of 30 feet.

Whenever a creature hostile to you starts its turn within the field, the creature takes 3d10 lightning or radiant damage.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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