Paladins who take the Oath of the Wall are stalwart defenders of the faithful masses. They prioritize mercy and protection of the innocent and are capable of becoming physical embodiments of the True Law in order to protect their flock. Encased in heavy armor and trained to hold against any enemy, these devout warriors have honed their bodies into unbreakable living weapons over years of intense training.
The best-known organization of paladins sworn to this oath is the Order of the Wall in the Protectorate. This order has served humanity since the first words of the Canon of the True Law were revealed. Their dedication to the common people often puts them at odds with the ruthless scrutators, who prefer to penalize the wayward with torture and death rather than guide them back to the path of the True Law.
TENETS OF THE WALL
Paladins who take the Oath of the Wall swear to protect the innocent faithful of their deity.
- Compassion. Aid others, protect the weak, and punish those who threaten the powerless. Show mercy to your foes, but temper it with wisdom.
- Discipline. You are the shield against the endless terrors of the world. Your blade must be forever sharp and your spirit pure.
- Protection. You are the sanctuary of the innocent, and behind your shield, they can find respite. Every life lost under your watch is a failure of duty and must be atoned.
- Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Righteous Vengeance. When a friendly creature within 30 feet of you is damaged by an enemy creature’s attack, you can use your reaction to respond with holy indignation. When you do, you gain a +2 bonus to attack and damage rolls made with melee weapons for 1 minute.
Stone-and-Mortar Stance. As an action, you can assume an unbreakable martial stance empowered by the divine might of the True Law. You gain a +5 bonus to AC. You can remain in this stance for up to 1 hour or until you move, are knocked prone, or are incapacitated.
Aura of Vigilance
Starting at 7th level, you and friendly creatures within 10 feet of you cannot be surprised in combat and gain a bonus to initiative rolls equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Martyrdom
At 15th level, you can absorb damage inflicted on others. Any wound absorbed in this way will appear on you approximately where the original target was struck. When a friendly creature within 30 feet of you is damaged, you can use your reaction to absorb any amount of damage caused by the attack. Divide the damage between yourself and the friendly creature in any way you choose, even if this incapacitates or kills you.
The amount of damage that can be absorbed is determined after any resistances or vulnerabilities from the original damage roll are calculated. This feature doesn’t transfer any other effects that accompany the damage, and the damage you absorb can’t be reduced in any way.
If you absorb any damage in this manner, you can immediately assume Stone-and-Mortar Stance without using an action or expending one of your uses of Channel Divinity. Once you use this feature, you can’t use it again until you finish a long rest.
Unbreakable
At 20th level, you can become as unassailable as a wall of stone. As a bonus action, you can gain immunity to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You must be wearing heavy armor to gain this benefit.

OATH SPELLS
Paladin Level | Spells |
---|---|
3rd | Retaliation, Sanctuary |
5th | Calm Emotions, Sacrosanct |
9th | Bulwark, Spirit Guardians |
13th | Hallowed Avenger, Stoneskin |
17th | Chasten, Wall of Stone |