Paladin
Base Class: Paladin

The Oath of justice calls upon those who seek retaliation against the corruption that spread throughout the world, consuming the heart of men and affecting their judgment. Those who follow the path of justice become heralds of their gods defending divine laws, but they do not bow to the laws of men for these are flawed and vile. The Oath of Justice binds a paladin to the loftiest ideals of justice, virtue, and order.  They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. They hold angels—the perfect servants of good—as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

Tenents Of Justice

Justice. All who break your rules will come to regret it.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Fairness: All are the same in the eyes of the law.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Knowledge: Know your rules and know how to break them. It will serve you well.

Channel Divinity

When you take this oath at the 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Article B, Section 34, Appendix 8. As an action, you can use your channel divinity to lecture everyone within 30 feet of you about a rule or law you uphold, magically enforcing the rule. All creatures affected by this can no longer use an action determined by the player for a turn. This automatically fails if the creature is immune to being charmed or cannot understand the language.

 

Indirect Taxes

When you take this oath at 3rd level, you gain this skill in addition to the channel divinity: Every long rest spent inside of a town or village causes you to awake with your pocket full of lawful tax money. This is 10 gold every long rest and is limited to 50 gold per town or city.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of the Inquisitor

Beginning at 7th level, you emanate a divine aura that provides protection against corruption and instills fear in your enemies. The aura extends 10 feet from you in every direction granting you resistance against the charmed and frightened condition. Hostile creatures that begin their turn in the aura or enter it for the first time on a turn must make a wisdom saving throw against your spell save DC, on a failed save the hostile creatures will become frightened of you while they're within the aura, if they pass the saving throw they will become immune to the effects of your aura for 24 hours, creatures affected by the aura can repeat the wisdom saving throw at the end of each of their turns. At 18th level, the range of this aura increases to 30 feet.

The Power of Authority

At 15th level, as an action you may choose a creature within 15 feet, this creature must make a charisma saving throw with disadvantage against your spell save DC, on a success this does nothing, on a fail the creature regards everything you say as the absolute truth for up to 30 seconds, you may dispel this at any time. After the effect is over the creature will not realize they were under this effect and must make an intelligence saving throw (DC 14), it automatically succeeds if the truth was directly harmful to it, on a fail, it still believes your words to be truth for 1 hour, otherwise, it continues to believe what it always does. This automatically fails if the creature is immune to being charmed or cannot understand the language. You can use this feature once every Long Rest.

Herald of Justice

By reaching 20th level you become divine justice incarnate using your power to annihilate the corruption that ravages the world, becoming a herald. Using a bonus action you transform into a celestial form of your description gaining immense power.

  • You gain a flying speed of 60 feet.
  • Your size becomes large
  • You have resistance to all damage.
  • You stay under the effects of retaliation without spending an use of channel divinity
  • You and allies within 10 feet of you gain a bonus to damage rolls equivalent to your proficiency bonus.

Your transformation lasts a number of rounds equivalent to your charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

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