The Oath of Orthodoxy is sworn by those who seek to uphold the sacred laws of creation. These paladins are the guardians of order, balance, and absolute justice. They mete out punishment to the wicked and restore harmony where chaos has taken root. The Orthodoxy Paladin stands as a pillar of law and an unyielding hand of judgment.
Law Above All: The law is absolute. Chaos is the enemy of creation and must be purged.
Judgment Without Mercy: Show no hesitation in delivering justice to the guilty.
Balance Through Order: Where there is imbalance, bring correction through strength and wisdom.
| Paladin Level | Spells |
| 5th | Command, Shield of Faith |
| 8th | Hold Person, Zone of Truth |
| 11th | Banishment, Wall of Force |
| 14th | Dispel Magic, Greater Restoration |
| 15th | Geas, Order's Wrath |
Edict of Law: As an action, you issue a divine command to uphold order. Each creature of your choice within 30 feet must succeed on a MA saving throw or become paralyzed for 1 minute. A paralyzed creature can attempt the saving throw at the end of its turn to break free.
Righteous Verdict: As an action, you strike a creature with divine judgment. The target makes a PE saving throw. On a failed save, they take 3d10 radiant damage and are marked for judgment for 1 minute. While marked, they have disadvantage on attack rolls and saving throws. If they fail another saving throw while marked, they are stunned for 1 round.
Aura of Order: Starting at 7th level, you radiate an aura of divine order within 10 feet. Allies within the aura have advantage on saving throws against being charmed or frightened. At 14th level, the range increases to 30 feet.
Shield of Judgment: At 10th level, when you or an ally within 10 feet takes damage from an attack, you can use your reaction to reduce the damage by half and reflect half the damage back to the attacker.
Hand of Judgment: At 15th level, once per long rest, you can summon a spectral hand of law for 1 minute. While active, the hand allows you to make a special attack as a bonus action. On a hit, the target takes 4d10 radiant damage and must succeed on a PE saving throw or be restrained for 1 round. The hand can also cast *Hold Monster* once while active.