Oath of the Armiger
The Oath of the Armiger encompasses all paladins who commit themselves to upholding law by any means necessary. Armigers value purity of spirit so greatly that they will thrust harm upon themselves in the name of justice, or sometimes in a form of penance if they feel they have been corrupted by the forces they strive to stave off. The interpretation of this oath's tenets vary greatly, even leading members of the oath to break into a collection of orders:
- The Order of the Chain values social order and responsibility, seeking to root out anarchists and fugitives. They have reputations as relentless hunters who drag lawbreakers away in chains.
- The Order of the Gate seeks to curb and prevent lawlessness through magic and manipulation. They have reputations as mysterious, emotionless, and sometimes cruel individuals.
- The Order of the Godclaw enforces law with a crusader’s zeal, going where they’re needed most in the fight against the forces of chaos. They know no bounds or borders in the quest for absolute order.
- The Order of the Nail idealizes civilized societies and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members preach that anyone who doesn’t embrace their own culture is a criminal and heathen who must be destroyed.
- The Order of the Pyre aims to combat outlandish faiths and beliefs, preventing them from gaining purchase in the civilized world. They are cult hunters first and foremost, but also fight to repress other philosophies they deem dangerous.
- The Order of the Rack hates wastefulness of both thought and deed. They crush pointless dreams, end rebellions, and trample frivolous or dangerous inventions.
- The Order of the Scourge seeks out corruption within order and laws not fit for the lawful. They question and seek to determine the difference between what is legal and what is for the greater good, owing allegiance to no one nation or ruler.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | command, detect evil and good |
| 5th | calm emotions, moonbeam |
| 9th | dispel magic, life transference |
| 13th | aura of life, banishment |
| 17th | dispel evil and good, Rary's telepathic bond |
Channel Divinity: Ardent Sense
You can use your Channel Divinity as a bonus action to become supernaturally aware of and resistant to unnatural happenings in your vicinity. For 10 minutes, you can add your Charisma modifier to any Intelligence (Arcana) checks to recall knowledge of aberrations, celestials, elementals, fey, fiends, or undead; Wisdom (Insight) checks to tell if a creature is lying; and all saving throws to avoid being charmed or possessed.
Channel Divinity: Martyr's Reckoning
You can use your Channel Divinity to cauterize wounds with holy flames by first scorching yourself with them. As an action, you present your holy symbol and remove any number of hit points from yourself. Choose any creatures other than yourself within 30 feet of you, and divide those hit points among them. An undead or construct cannot be healed by this feature.
Aura of Order
Starting at 7th level, all hostile aberrations, celestials, elementals, fey, fiends, and undead within 10 feet of you make all attack rolls with disadvantage unless you are incapacitated. Any chaotic-aligned creature within this radius sheds 5 feet of dim light, preventing it from benefiting from being invisible.
This aura's radius increases to 30 feet at 18th level.
Unshakeable Vigilance
Starting at 15th level, you are more resilient against effects that would change your outlook on the world. You can use a bonus action to make an Intelligence, Wisdom, or Charisma saving throw against one lingering effect that ails you. If you do so and fail the saving throw, you cannot attempt to remove that specific effect with this feature again until you finish a short or long rest.
Almighty Arbiter
At 20th level, you become a true bulwark of law and order. You gain the following benefits:
- You gain truesight out to a range of 60 feet.
- Your movement speed increases by 10 feet and cannot be reduced below 20 feet unless you are incapacitated.
- Whenever you use Divine Smite, the target of the attack must succeed on a Wisdom saving throw against your paladin save DC or come under the effects of the slow spell for up to 1 minute.
- When you spend a hit die to regain hit points during a short rest, you can forgo healing yourself with that hit die to instead restore 15 hit points to another creature resting alongside you.