Paladin - Oath of Law

The Oath of law binds a paladin to protect the civilisation and society of their world. A paladin sworn to this path believes that by upholding the law, we can create a society rather than just acting on our own moral compasses.

Tenets of Law

Officials over vigilantes: Do not let those who are not sworn to serve the law enforce it.

Order over chaos: Never let society crumble.

Law over morals: Morals may save some today, law creates the future.

Oath spells

Paladin level Spells 3rd Protection from evil and good, Shield of faith 5th Web, Zone of truth 9th Slow, Water Walk 13th Wall of fire, Staggering Smite 17th Mordenkainen’s faithful hound, Wall of force

Channel Divinity

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

Snaring Weapon

As an action, you may imbue a weapon you are holding with lawful energy, using your channel divinity. For one minute, any creature hit by that weapon must succeed on a strength or dexterity saving throw, (its choice) or be restrained, as if by spectral chains. While restrained by the chain, the creature repeats the saving throw at the end of each of its turns. If you use the disengage action, the creatures are no longer snared.

If the weapon is not already magical, it become magical for the duration. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Chaotic

As an action, you present your holy symbol and force it to glow in a way unbearable to beasts and monstrosities, using your Channel Divinity. Each beast or monstrosity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of order

Starting at 7th level, you, and friendly creatures within 10ft of you may communicate with each other as if with a telepathy spell. At 18th level, the range of this aura increases to 30ft.

Construct of Law

Starting at 15th level, you may spend time and gold to call upon the will of primus, the one and the prime, to create a modron familiar. The modron created depends upon the amount of gold and time expended:

Modron created Gold Time Monodrone 2,000 4hrs Duodrone 3,000 8hrs Tridrone 5,000 16hrs Quaddrone 7,000 32hrs Pentadrone 11,000 64hrs

Protector of Civilisation

At 20th level, you can assume the form of a protector of civilisation, in which your flesh transforms to glowing metal, in addition to other minor physical changes of your choice. Using one action, you may undergo this transformation for one minute, gaining the following effects:

• You gain a +5 bonus to AC.

• Enemies with a neutral, chaotic, or unaligned alignment that can see you are frightened.

• Your attacks do an extra 2d12 radiant damage.