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## Oath of Authority ### The Oath of Authority consist of paladins who keep the peace on a small scale, acting as guards in cities and towns. However, their tenants make it very easy to manipulate them to things that brings a "lawbreaker" to justice, whether or not their actions are just. People who take this oath are either kind hearted people who want to make their settlement a better place or conniving and lecherous people who do what they want and act like tyrants under corrupt politicians. ### Tenants of Authority The tenants of the Oath of Authority come from the figure of law that has given you your rank, like a mayor or a judge, but the tenants usually follow a pattern similar to this: **Follow The Law.** The law of the land is gospel and should be followed to a tee. **Obey Your Superiors.** The people above you know best, and thus they deserve your undivided attention. **Stop Lawbreakers.** People who break the law must be stopped always. **The Ends Should Justify The Means.** When stopping lawbreakers, cause minimal collateral damage. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Authority Spells | Paladin Level | Spells | |:---:|:---:|:---|:---:| | 3rd | *alarm, witch bolt* | | 5th | *arcane lock, detect thoughts* | | 9th | *conjure barrage, dispel magic* | | 13th | *find greater steed, locate creature* | | 17th | *hold monster, wall of force* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options: ***Club of Lightning.*** As an action, you can use your Channel Divinity feature to summon a short club imbued with lightning. For the next minute, you can use your bonus action to make a melee spell attack against a creature that you can reach. On a hit, a creature takes 1d4 + your Charisma modifier lightning damage and must succeed on a Constitution saving throw against your spell save DC or become stunned until the beginning of your next turn. ***Shield of Rioting.*** You can hold your holy symbol aloft as an action and use your Channel Divinity feature to summon a shield of glass from your holy symbol. You gain a number of temporary hit points equal to your paladin level times three. These temporary hit points last for 10 minutes or until all of the temporary hit points are gone. \columnbreak ### Aura of the First Responder Starting at 7th level, if you are not incapacitated, you and friendly creatures within 10 feet of you have advantage of initiative checks. At 18th level, the range of this aura increases to 30 feet. ### Baton of Shadows At 15th level, you may use your action to summon a baton and target one creature within reach. Roll 20d8. If the amount that you rolled is higher than the target's current hit points, they fall unconscious for 1 minute or until it takes damage. Once you have used this feature, you cannot use it again until you have taken a short or long rest. ### Reading of the Rights When you reach 20th level, you speak words of the law that create magical effects. You can manifest one of the following effects as an action. **Right to Remain Silent.** Choose up to a number of creatures equal to your Charisma modifier (minimum of 1) that you can see within 30 feet. Each of these creatures must make a Wisdom saving throw or fall silent for 1 minute. While silenced in this way, a creature cannot cast spells that require verbal components. This effect requires concentration as if concentrating on a spell. A silenced creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. **Anything You Say Will Be Used Against You.** Choose up to a number of creatures equal to your Charisma modifier (minimum of 1) that you can see within 20 feet. Each of these creatures must make a Wisdom saving throw. On a failure, an ethereal judge stands above them and they take half of all damage that they deal as psychic damage for one minute as the judge slams their gavel into them. This effect lasts for 1 minute and requires concentration as if concentrating on a spell. The targeted creatures can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. **Right to an Attorney.** Choose up to a number of creatures equal to your Charisma modifier plus 1 (minimum of 2) that you can see within 30 feet of you. Ethereal attorneys will appear around them to defend them, giving them 25 temporary hit points. An attorney disappears when all of the temporary hit points are gone. **Right to a Fair Trial.** Choose up to a number of creatures equal to your Charisma modifier plus 1 (minimum of 2) that you can see within 30 feet of you. Creatures under this effect are resistant to necrotic and radiant damage and cannot be blinded, charmed, deafened, frightened, paralyzed, or poisoned for 1 minute. Once you have used this feature twice, you cannot do so again until you finish a long rest.