Paladin
Base Class: Paladin

An order of paladins which came into existence in order to contain threats against the continued existence of life itself. Paladins who swear the Oath of the Lockdown abide by the following tenets:

  • Prevent the Spread. Darkness will always make its place. Ensure the light has its own place, free from its corruption.
  • Flatten the Curve. Losses may be inevitable. But that which cannot be stopped can still be slowed.
  • Prepare the Cure. That which cannot be slowed must be stopped, no matter the cost.
  • Preserve the Future. There will always be more threats lurking in the future, known and unknown. Every eventuality must be accounted for.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Paladin Level Spells
3rd alarm, sanctuary
5th arcane lock, spike growth
9th glyph of warding, wind wall
13th compulsion, Otiluke's resilient sphere
17th geas, wall of force

Channel Divinity

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

Aura of Contingency

At 7th level, your careful planning allows you to quickly account for changes on the battlefield. Creatures provoke an attack of opportunity from you when they move 5 feet or more while within your reach.

Containment Procedures

Starting at 15th level, you can impose order upon your foes. When you hit a creature with an attack of opportunity, you can force them to make a Strength save or be restrained until the start of their next turn.

Eternal Lock

At 20th level, you can assume the powers of a holy guardian for 1 minute as an action. For the duration, you gain the following benefits:

  • Creatures you choose within 30 feet have disadvantage on attacks made against any creature except against you.
  • As a bonus action, you can force a creature within 30 feet to make a Wisdom save. On a failed save, their speed is reduced to 0 until the start of your next turn.
  • You get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

After using this feature, you can't do so again until you finish a long rest.

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