Paladin
Base Class: Paladin

Those who swear the Oath of the Wardens are dedicated to upholding justice and order. These paladins hunt down the enemies of law and order. Those who commit acts of evil fear the blades and hammers of these oathsworn. These wardens prefer to bring their bounties to trial to face justice but have few qualms when it comes to lethal force. Those who swear this oath are often traveling bounty hunters, or if settled in a city will join the city gaurd or watch. Occasionally if a warden finds themself in a corrupt city they may turn to vigilantism in order to wnsure justice is done

Oath Spells

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

Oath of Conquest Spells

Paladin Level Spells
3rd bane, command
5th hold person, spiritual weapon
9th bestow curse, [spell]haste[/spell]
13th dominate beast, dimension door
17th scrying, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Wrath of the Just. You can use your Channel Divinity to invoke divine forces of justice to ensnare your foe. As an action, you force one creature of your choice that you can see within 30 feet of you to make a strength saving throw. On a failed save, a creature becomes restrained of you for 1 minute. As spectral chains wrap bind it. The restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on itself and shattering the chains. 

Order's Hold. As an action you can use your channel divinity to call on the forces of order to hold your foes in place. As an action you may force each creature of your choice within 30 feet of you to make a constitution saving throw. On a failed save each target's speed is reduced to zero. On a successful save each target's speed is halved. These effects last for one minute. Effected creatures may repeat the save at the end of their turns to end the effect early

Aura of Order.

Starting at 7th level, you constantly emanate an aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. The aura grants the paladin and allies in range a bonus to all weapon damage equal to the paladin's charisma modifier (minimum +1).

 

Order's Rebuke

Starting at 15th level, those who strike you must face justice. When an attacking creature hits you, you may use your reaction to restrain the creature until the end of it's next turn. You may do this a number of times per day equal to your charisma modifier (minimum one). 

Angel of Justice.

At 20th level, you gain the ability to harness extraordinary angelic power . As an action, you can magically become an avatar of justice, undergoing a transformation that provides the following benefits for one hour.

  • Wings sprout from your back and you have a fly speed of 60 feet.
  • You emanate an aura 30 feet in radius. When an enemy enters the aura for the first time or starts their turn in it they are forced to make a strength saving throw. On a fail they are restrained.
  • You shed bright light out to 30 feet.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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