As an Oath of Law paladin, you believe that law and order are essential for a culture to flourish. It is your solemn duty to act as judge, jury, and—when necessary—executioner.

Subclass Features

As a Law Paladin, you gain the following features:

1Tenets of Law

You have sworn a vow to follow these sacred tenets:

I will respect the laws of those who respect mine. Treat others as you wish to be treated. Respect their boundaries and they will respect yours.
I will correct the strays Lead lost souls back to the straight and narrow path provided they are willing.
I will reprimand the hardened transgressors Do not hold back against those who have proven unworthy of your respect.

1Lay on Hands

Innocence

You may cast Sanctuary on a creature without needing to prepare the spell or spend any conviction points.
You may use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain expended uses when you finish a long rest.

Greater Innocence: Starting at 5th-level, you may cast Warding Bond at 2nd level instead of Sanctuary.

Superior Innocence: Starting at 9th-level, the AC and saving throw bonus of Warding Bond increases by your Charisma modifier

1Oath Smite and Aura

Add the following smite to your list of smite options.

Guilting

You cause a target to become overcome with guilt, their sins crawling on their back. When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 psychic damage. In addition, the target's speed is reduced by half of their base speed until the smite ends.
At the start of each of the creature's turns, until the smite ends, the target can make a Wisdom saving throw, ending the smite early on a successful save.

Smite Duration: Concentration, up to 1 minute.
Greater Guilting: Starting at 5th level, if you spend +1 Conviction, the base damage increases to 2d8 and the target's movement speed is reduced to 0 until the smite ends.
Superior Guilting: Starting at 9th level, if you spend +3 Conviction, the base damage increases to 3d8 and the target is restrained until the smite ends.

Aura of Apprehension

You and friendly creatures within 10 feet of you have advantage on making attacks of opportunity.

1Oath Spells

Law Spells
Level Spell
3rd *Hellish Rebuke Shield of Faith
5th Hold Person EarthbindXGE
9th Bestow Curse Magic Circle
  • Hellish Rebuke is renamed to Divine Rebuke and deals radiant damage

3Exile

As an action, you can jam a weapon into the ground in your space and select up to three creatures within 15 feet of the weapon to make a Charisma saving throw be forced 15 feet away from it. So long as the weapon remains in the ground, those creatures cannot move within 15 feet of it for one minute. You regain the use of this ability on a long rest.

7Plane of Jurisdiction

As an action, you can shunt each creature within 15 feet of you or one creautre within 30 feet of you to a temporary demiplane for one minute. When you do this, each creature targetted by this ability must make a charisma saving throw or be transported along with all of their worn and carried equipment. The demiplane is flat and has unbreakable walls 30 feet from the center, which is at your position when you use this ability. On this turn and subsequent turns, you can spend a bonus action and 1 conviction to Decree one of the following rules in the demiplane. You regain the use of this ability on a long rest.

  • If you or your target attempt to lie, the liar's tongue loosens and speaks gibberish for the rest of their sentence.
  • Nobody can make attack rolls or cast spells.
  • Only one person can speak (in character) at a time. Once this rule is Decreed, you can change the speaker with a bonus action with out spending extra conviction.
  • The ground is all difficult terrain but you can move freely.
  • The walls deal 1d8 radiant damage per turn to any creature or object that touches the walls.

9Capital Punishment

When you use your smite, you can add an additional 3d8 to the damage roll of the smite. If this damage drops a creature below 25 hit points, they automatically drop to 0 hit points and half of your conviction (rounded down) is refunded. You regain the use of this ability on a long rest.