Oath of the Frontier
Paladins who take the Oath of the Frontier are the sworn protectors of the furthest reaches of civilization. Sometimes known as vanguards, outriders, and vagabond knights these paladins leave behind the comforts of civilized society to serve as the front line defenders of justice, traversing vast distances across harsh terrain in search of people in need.
Tenets of the Frontier
The Oath of the Frontier is a commitment to uphold justice for the people who seek a better world, wherever they may be. While many who swear the oath do so in service of gods of peace, protection, or law; they all share a commitment to the protection of the people.
Justice for All. Every person deserves justice because every person is capable of making the world better.
Be Prepared. You must be physically, mentally, and morally ready to fight for what is right.
Hold the Line. Never let evil encroach upon progress and prosperity.
Heed the Call. The frontier is vast and dangerous, so you must be swift and courageous. Never let a call for help go unanswered.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | goodberry, longstrider |
| 5th | heat metal, pass without trace |
| 9th | haste, sending |
| 13th | dominate beast, freedom of movement |
| 17th | banishing smite, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Quick Draw. You can react to danger with supernatural quickness using your Channel Divinity. When a creature you can see makes an attack roll, you can use your reaction to strike the attacker first with a single weapon attack. As a part of this reaction, you can use a free hand to draw a weapon without the two-handed or heavy property. If your attack hits, the creature must make a Wisdom saving throw. On a failed save, the creature loses its attack.
Divine Lariat. You can use your Channel Divinity to tether a foe with a magic lariat. As an action, you can lasso a size huge or smaller creature within 30 feet of you that you can see. Creatures that are not immune to the restrained condition are tethered by the lariat for up to 10 minutes.
A creature tethered by your lariat cannot willingly move further away from you. While the target is still tethered, you can use your bonus action to attempt to pull the creature to the ground. The tethered creature must make a Strength saving throw or be knocked prone and pulled up to 15 feet closer to you.
The tethered creature can try to escape by using its action to make a Strength or Dexterity saving throw (its choice), ending the effect on a success. This effect ends early if you are incapacitated or die or if the creature is more than 30 feet away from you or if you dismiss it as a bonus action.
Aura of Deliverance
Starting at 7th level, you emanate an aura of righteous fury while you are not incapacitated. Any creature of your choice within 10 feet of you has disadvantage on opportunity attacks.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Frontier Justice
Starting at 15th level, whenever a creature tethered by your Divine Lariat ends its turn within 5 feet of you or is knocked prone, it is restrained until the tether effect ends. In addition, a creature tethered by your lariat is compelled to tell the truth as if it were affected by the zone of truth spell.
True Grit
At 20th level, you steel your will to become the ultimate smite slinger. You can use your action to gain the following benefits for 1 minute:
- When you hit a creature with a melee weapon attack, you can apply the effects of thunderous smite cast at its lowest level to the attack. This effect cannot stack with a spell or effect of the same name.
- Once before the effect ends, you can cast either find steed or find greater steed without expending a spell slot or having the spell prepared. When you use this feature, the casting time for the spell is 1 bonus action.
- Your speed is increased by 15 feet.
- Moving through nonmagical difficult terrain costs you or a creature you are riding no extra movement.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.