Paladin
Base Class: Paladin

Those who take the oath of law are supreme upholders of the laws that govern the world they hail from, be it the underdark, the elemental chaos, or a city in the material plane. It is the duty of these paladins to fight against chaos and those who fall out of order. Taking the oath of law does not necessarily restrict one to any particular alignment, however. Sometimes the law upholds heinous acts. Regardless, you will see to it that the law is carried out.

Order Above All. Keep chaos from spreading itself thin.

Punish the Wicked. Force those who spread chaos to fall back into line.

Practice What You Preach. Hold yourself to the highest standard. Never. Break. The law.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Locke. As an action you can designate up to three creatures you can see within 30 feet of you. Each creature must succeed in a Wisdom saving throw or become magically grappled and restrained for one minute or until they take damage.

Punishing Drive. You can use your channel divinity to punish those that stand against law. As a bonus action, you can imbue a weapon you are holding with smiting energy for one minute. The next creature you hit with that weapon within the duration takes an additional 2d6 radiant damage or necrotic damage (your choice) and must succeed in a Constitution saving throw or be stunned until the end of your next turn. The creature has disadvantage on their saving throw if they are of any non-lawful alignment.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Order

Starting at 7th level, while you are conscious, the first time a hostile creature of any non-lawful alignment enters or starts its turn in a space within 10 feet of you, it has disadvantage on all attack rolls for that turn. A creature affected by this ability is immune to its effects for the next 24 hours.

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

Unstoppable Force

Beginning at 15th level, you gain the ability to cast the time stop spell once, without expending a spell slot. Once you use this feature you cannot use it again until you finish a long rest.

Sanctum of Law

At 20th level, as an action, you can project an aura that represents the unstoppable force that is law. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature of any non-lawful alignment starts its turn in the bright light, the creature takes 3d10 psychic damage each time it attempts to attack another creature within range, but no more than once per turn.

In addition, for the duration, you have advantage on saving throws against spells cast by any creatures within your aura.

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

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