# Oath of St. Cuthbert
> [!info] Subclass Overview
> **Class:** Paladin | **Archetype:** Sacred Oath | **Source:** Greyhawk Homebrew
> **Primary Stat:** Charisma | **Damage Focus:** Bludgeoning, Radiant
*St. Cuthbert is not a subtle god. He is the deity of common sense, of retribution, of the law as it should actually work — not as philosophers debate it, but as a cudgel applied firmly to those who refuse to live within it. His paladins are his enforcers: practical, incorruptible, and deeply suspicious of chaos in all its forms.*
*The Oath of St. Cuthbert has more in common with a constable's oath than a knight's. Its paladins are not aristocratic champions — many come from common stock. They are drawn to places where order has broken down: war-torn borderlands, cities riddled with guild corruption, towns where the law has been bought and sold. They wield the Cudgel — literal or metaphorical — and they are not gentle about it.*
*St. Cuthbert's faithful have a saying: "The bludgeon does not argue." Neither do his paladins.*
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## Tenets of St. Cuthbert
A paladin who swears the Oath of St. Cuthbert must uphold its three tenets. Violation triggers divine disapproval — three strikes results in loss of all paladin class features until atonement is performed at a temple of St. Cuthbert.
**1. Enforce the Law.** You uphold just law wherever you find it, and work to establish it where it is absent. Chaos is not freedom — it is suffering without accountability.
**2. Speak No Falsehood.** You do not lie. You do not dissemble. You do not permit those under your authority to deceive you. Truth is the foundation of order.
**3. Retribution is Sacred.** Those who break the law must face consequences. Mercy without consequence is not virtue — it is an invitation to further lawbreaking.
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## Oath Spells
> [!spell] Oath Spells
> These spells are always prepared and do not count against your number of prepared spells.
>
> | Paladin Level | Spells |
> |:---:|---|
> | 3rd | *Protection from Evil and Good*, *Sanctuary* |
> | 5th | *Lesser Restoration*, *Zone of Truth* |
> | 9th | *Beacon of Hope*, *Dispel Magic* |
> | 13th | *Freedom of Movement*, *Guardian of Faith* |
> | 17th | *Commune*, *Flame Strike* |
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## Class Features
### 3rd Level: Channel Divinity
> [!tip] The Cudgel *(3rd level)*
> As a bonus action, you infuse your melee weapon (or your fist) with St. Cuthbert's divine authority. For 1 minute, the weapon counts as magical, deals an extra **2d8 radiant damage** on a hit, and any creature struck must make a Wisdom saving throw or become **stunned** until the end of its next turn.
>
> This extra damage and the stun effect apply once per turn.
> [!tip] Voice of Command *(3rd level)*
> As an action, you speak with the authority of St. Cuthbert and issue a binding decree. This functions as the *Command* spell, except it affects up to **six creatures** of your choice within 30 feet (each makes its own saving throw). You may use a single one-word command for all targets or give each a different command.
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### 7th Level: Beacon of Order
> [!tip] Beacon of Order *(7th level)*
> Your presence disrupts the erratic energy of chaos. While you are conscious, chaotic-aligned creatures that attack you or a friendly creature within 10 feet of you have **disadvantage** on their attack rolls.
>
> At 18th level, the aura extends to 30 feet.
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### 15th Level: Aura of Order
> [!tip] Aura of Order *(15th level)*
> The field of lawful authority around you intensifies. You and friendly creatures within 10 feet of you have **advantage** on saving throws against spells and abilities from chaotic-aligned creatures, and cannot be **charmed** or **frightened** by chaotic-aligned creatures.
>
> Additionally, when a creature within your aura fails a saving throw against one of your spells, it also suffers the effects of *Slow* (no saving throw) until the end of its next turn.
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### 20th Level: Disruptive Presence
> [!tip] Disruptive Presence *(20th level)*
> As an action, you manifest St. Cuthbert's full authority over chaos. For 1 hour, you gain the following benefits:
>
> - Chaotic-aligned creatures that wish to target you with an attack or spell must first succeed on a Wisdom saving throw against your spell save DC. On a failure, they must choose a different target. On a success, they may target you normally (but must repeat the save each time they wish to do so).
> - You are immune to the **charmed**, **frightened**, and **stunned** conditions.
> - You can use **Zone of Truth** at will (no spell slot required) for the duration.
> - When a creature fails a saving throw against one of your spells or abilities, you know its alignment.
>
> Once you use this feature, you can't use it again until you finish a long rest.
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## Related Content
> [!abstract] Connected Notes
> - **Deity:** [[St. Cuthbert]] — God of common sense, retribution, and law; patron of the common people
> - **Opposed Alignments:** Chaotic creatures (CN, CE, CG) are all subject to this oath's suppression effects
> - **Regional Strongholds:** [[Veluna]], [[Furyondy]], [[Bissel]], [[Wild Coast]] — Areas where St. Cuthbert's church is most active
> - **See Also:** [[Oath of Heironeous]] — Allied oath; Heironeous and St. Cuthbert are loosely allied deities
> - **Contrast With:** [[Oath of Pholtus]] — A harsher, more fanatical version of lawful devotion; the two churches have a historically tense relationship