Oath of the Iron Chain : Paladin Oath

Paladins who follow the Oath of the Iron Chain hold the rule of law as higher than any other power in the world, enforcing it with a fanatical desire bordering on worship. Colloquially called "Iron Chain Knights" or simply "Chains," they commonly hold high positions in military and police forces, where the strict adherence to the rules they demand serves them well. Though not often, occasionally adventurers and mercenaries will take up the oath, hoping to bring order to the lawless wilds. They are known to fight with heavy chains, and often aim to leave their opponents alive, and open to formal judgement.

TENETS OF THE IRON CHAIN Those who follow the Oath of the Iron Chain believe in the law above all else Obey the Law. The laws of the land are ironclad, and must be followed. Enforce the Law. Those who violate the law shall recieve your judgement, without exception. Adjudicate the Accused. All beings deserve the right to a trial. You shall be their judge. Protect the Innocent. Those who obey deserve your protection. Your life belongs to them.

Oath Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of Binding (10ft) 15th Touch of Freedom 18th Aura of Binding (30ft) 20th Chains of Fate

Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Iron Chain Spells table. See the Sacred Oath class feature for how oath spells work. Paladin Level Spells 3rd Ensnaring Strike, Armor of Agathys 5th Hold person, Warding Bond 9th Slow, Glyph of Warding 13th Evard’s Black Tentacles, Freedom of Movement 17th Hold Monster, Telekinesis

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Grasping Chains - You can use your Channel Divinity to bind your foes in heavy chains. As an action, you force each 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 until the end of your next turn. Yanking Chain - You can use your Channel Divinity to grab a foe from across the battlefield. As an action, you may launch a long chain at any creature within 30 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 30 feet towards you and are restrained for 1 minute. The restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.