Base Class: Paladin
Usually known as Arbiters, a paladin that swears this oath becomes an implacable judge, and if the law allows, jury and executioner. Law and Justice are the goals of an arbiter, and while some arbiters temper their justice with mercy, others exact righteous justice to the fullest extent of the law.
Tenets Of The Arbiter
Paladins of this oath invariable share these tenets.
• Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected and obeyed.
• Justice. Justice under the Law is your goal and obligation.
• Truth. The Truth is absolute. An Arbiter never lies or even attempts deceit.
• Integrity. Don’t lie, cheat or act unfairly. Avoid any situation that would even hint at impropriety.
“I AM THE LAW!” – Judge Dredd
Oath Smite
When you inflict damage using your Divine Smite or Improved Divine Smite you can inflict additional weapon damage instead of radiant damage. You can also choose to make your weapon damage nonlethal when you use your Divine Smite, if you do so all damage from that attack is nonlethal.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Arbiter Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Arbiter Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hunter's mark, command |
| 5th | hold person, spiritual weapon |
| 9th | binding smite, slow |
| 13th | anathema, locate creature |
| 17th | hold monster, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity effects. See the Sacred Oath class feature for how Channel Divinity works.
Bind by Law. You use your Channel Divinity as an action to command creatures of your choice within 30 feet of you to be bound by law. Selected creatures must make a Charisma saving throw.
On a failed save, it becomes charmed by you and all other creatures of your choice for 1 minute or until it takes any damage. Additionally, you can choose to cause any creature charmed by this effect to also be restrained for as long as it remains charmed. A charmed creature can use an action during its turn to make a Charisma check versus your Spell Save DC to remove the effect from itself. You can remove or restore the restrained portion of the effect for any or all affected creatures as a bonus action on your turn.
Compel Truth. You can use your Channel Divinity to force a creature to answer questions truthfully. As an action, you present your holy symbol and select one creature within 30 feet of you. For 10 minutes that creature can’t speak a deliberate lie. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Long Arm of the Law. You can use your Channel Divinity when you cast hunter’s mark, locate object, or locate creature while examining the scene or evidence of a crime that occurred no more than 24 hours ago. The range of the spell is increased by 1 mile per paladin level, the duration by 1 hour per paladin level, and it can target a creature that left a track or other clue or an object or creature that left a wound on a creature or body examined regardless of line of sight. You must know or have the spell prepared to cast it using this effect. If the target is beyond the range of the spell or too much time has elapsed since the event for the effect to be successful, you become aware of which situation caused the spell to fail and you regain both the spell slot and the Channel Divinity use you expended.
Until you target a new creature or object with this effect, you can use it to target the same creature or object each time you cast an appropriate spell.
Righteous Pursuit. You can use your Channel Divinity as a bonus action to teleport up to 60 feet towards a hostile creature. When you use this bonus action, a number of friendly creatures of your choice within 30 feet of you equal to your proficiency bonus can use their reaction to teleport in the same manner.
Each creature that uses this teleport must teleport to a space they can see that is closer to a hostile creature than the space they left.
Channel Divinity: Bind by Law
You use your Channel Divinity as an action to command creatures of your choice within 30 feet of you to be bound by law. Selected creatures must make a Charisma saving throw.
On a failed save, it becomes charmed by you and all other creatures of your choice for 1 minute or until it takes any damage. Additionally, you can choose to cause any creature charmed by this effect to also be restrained for as long as it remains charmed. A charmed creature can use an action during its turn to make a Charisma check versus your Spell Save DC to remove the effect from itself. You can remove or restore the restrained portion of the effect for any or all affected creatures as a bonus action on your turn.
Channel Divinity: Compel Truth
You can use your Channel Divinity to force a creature to answer questions truthfully. As an action, you present your holy symbol and select one creature within 30 feet of you. For 10 minutes that creature can’t speak a deliberate lie. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Channel Divinity: Long Arm of the Law
You can use your Channel Divinity when you cast hunter’s mark, locate object, or locate creature while examining the scene or evidence of a crime that occurred no more than 24 hours ago. The range of the spell is increased by 1 mile per paladin level, the duration by 1 hour per paladin level, and it can target a creature that left a track or other clue or an object or creature that left a wound on a creature or body examined regardless of line of sight. You must know or have the spell prepared to cast it using this effect. If the target is beyond the range of the spell or too much time has elapsed since the event for the effect to be successful, you become aware of which situation caused the spell to fail and you regain both the spell slot and the Channel Divinity use you expended.
Until you target a new creature or object with this effect, you can use it to target the same creature or object each time you cast an appropriate spell.
Channel Divinity: Righteous Pursuit
You can use your Channel Divinity as a bonus action to teleport up to 60 feet towards a hostile creature. When you use this bonus action, a number of friendly creatures of your choice within 30 feet of you equal to your proficiency bonus can use their reaction to teleport in the same manner.
Each creature that uses this teleport must teleport to a space they can see that is closer to a hostile creature than the space they left.
Pursuit of Justice
The movement of hostile creatures within 10 feet of you will provoke opportunity attacks even if they take the Disengage action. Additionally, if you or a friendly creature within 10 feet of you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
At 18th level, the range of this Aura increases to 30 feet.
Judge the Guilty
Hostile creatures within range of your Pursuit of Justice aura have disadvantage on saving throws and ability checks made to resist or remove your paladin spells and Channel Divinity effects.
Implacable Justice
The ability of you and your allies to chase down those you have marked for justice in enhanced. Any creature affected by one of your paladin spells or Channel Divinity effects within range of your Pursuit of Justice aura must spend 2 feet of movement for every foot it moves aways from you.
You and friendly creatures within range of your Pursuit of Justice aura need only spend 1 foot of movement for every 2 feet they move towards a creature affected by one of your paladin spells or Channel Divinity effects. This enhancement to movement also doubles the distance you can teleport using your Channel Divinity: Righteous Pursuit when teleporting towards an enemy affected by one of your paladin spells or Channel Divinity effects.
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