Paladin
Base Class: Paladin

The Oath of the Lawkeeper is a very strict and taxing oath to keep. No matter where you go or what you are doing you keep in mind the tenants of your homeland or if you've entered a new land you keep your tenants but you up hold the law you're under. You adhere to the laws and you see them to completion. Never taking a moment off. Many see you as the perfect judge, jury, and executioner if the need arises. Often there are only ever a handful of Lawkeepers in even large cities. You bring with you the rule of the land and the sword of justice.

TENANTS OF LAWKEEPERS

To be a Lawkeeper is to foremost uphold the law of your land that you carry with you and the land that you are in.

Justice. Lawkeepers have a duty and obligation to make sure that the punishment fits the crime, even if the reason is just if a law was broken they must apply the correct punishment.

Honor. Lawkeepers must keep themselves beyond reproach and so they must treat all things in accordance of the law and in unbiased fairness..

Duty. Once an order or request has been given or asked of a Lawkeeper they must see it through to completion. Orders must come from somebody who outranks the Lawkeeper or has some sort of judicial power greater than that of the Lawkeeper, and it must be within the law. Requests must be held in the law and the Lawkeeper must give it proper unbiased consideration before accepting or declining.

Lawful. Above all Lawkeepers keep the law and oversee it's implication on the people and society it affects. Even the laws of the corrupt must be held until over turned.

 

 

Channel Divinity

Judge's Presence. As an actions, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is charmed for 1 minute or until it takes any damage. While charmed, the creature must obey simple orders that don't conflict with the creature's alignment.

Executioner's Blade. As a action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). During this time you're enemies within a 20 ft. radius can hear you're weapon whispering to them their sins. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Oath Spells

Oath of the Lawkeeper.

Paladin Level Spells

3rd

compelled duel, searing smite

5th

branding smite, zone of truth

9th

aura of vitality, spirit guardians

13th

death ward, staggering smite

17th

destructive wave, scrying

Bringer of Justice

Starting at 7th level, your attention to detail and the finer points of the law and other things have given you an almost divine attention to detail. Anytime an opponent makes an attack of opportunity against you, you take a reaction attack against them. This doesn't count against your normal actions during your turn.

Embodiment of Justice

Starting at 15th level, the authority you carry as a Lawkeeper as reached the point where your very presence emits whispers of a character's sin, to any chaotic or evil aligned characters. This has no effect on you but does give you an advantage on any skill requiring the character to make a WIS based save. Also when you cast Channel Divinity using Judge's Presence you increase the effective time from 1 minute to 5 minutes.

Paragon of Justice

At 20th level, you can assume the form of a blind angelic. Using your action, you undergo a transformation. For 2 hours, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet
  • Blindsight 120 ft. radius.
  • You gain a +4 to your Maximum Charisma.
  • You emanate a charming aura  in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become charmed by you for 1 minute or until it takes any damage. If a creature becomes charmed you immediately issue an order that falls in line with the spell Dominate Person. Attack rolls against the compelled creature have advantage.

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

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