Paladin
Base Class: Paladin

The Oath of Reckoning is a vow to swiftly bring to justice the enemies of the Boros Legion.  As the Boros Legion is tasked with defending Ravnica as a whole from outside threats, this vow extends to any force that may pose a threat to the city-world's Guildpact.  Paladins who have taken the oath, called Reckoners, are granted terrifying powers of lightning by the Firemane Angels of the Boros Legion.  Boros Reckoners combine physical power and magical prowess, serving as the shock troops of the legion.  They are adept at breaking up mobs and organized lines of defense.  Sometimes described as living thunderstorms, Reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them.  Many Reckoners are minotaurs.

 

TENETS OF RECKONING

The tenets of the Oath of Reckoning are given by the angels of the legion.

Justice. Evil doers must be met with justice as swift as lightning.

Glory. Display your righteousness as clear and loud as a crack of thunder.

Zeal. Allow your faith to fuel you with the fury of a raging thunderstorm.

Purification. Only the chosen ones are spared.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Reckoning Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Reckoning Spells

Channel Divinity

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

Overcharge. As a bonus action, you can overcharge your hands with lightning, using your Channel Divinity. For 1 minute, when you cast shocking grasp, you may make its range 30 feet, it deals additional lightning damage equal to your Charisma modifier, and any target hit by it must succeed on a Constitution saving throw or fall prone.

Lightning Helix. When you deal lightning damage, you may use your Channel Divinity to cause the lightning to rebound as a helix of healing energy.  Choose one of the creatures that took lightning damage. You or a second creature you can see within 10 feet of the first creature regains hit points equal to the damage dealt to the first creature.

Aura of Reckoning

Starting at 7th level, you constantly emanate a crackling aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When a creature you see in the aura hits you or a friendly creature with an attack, you can use your reaction to arc divine lightning from your body to the attacker and choose to either deal it lightning damage equal to half the damage dealt by the attack or push it up to 10 feet away from you if it is Large or smaller.

At 18th level, the range of this aura increases to 30 feet.

Living Lightning

Beginning at 15th level, your body becomes infused with lightning.

As a bonus action, you transform into a bolt of lightning, forming a line 15 feet wide that extends out from you to an unoccupied space you can see within 60 feet. Each creature in the line must make a Dexterity saving throw against your Spell save DC or take lighting damage equal to your Charisma modifier (minimum of 1) and thunder damage equal to your Charisma modifier (minimum of 1). You transform back when you reach your targeted space. While you are transformed into a bolt of lightning you don't provoke opportunity attacks.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Avatar of Reckoning

At 20th level, you can assume the form of a divine being made of lightning. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

  • You gain a flying speed of 60 feet and can hover.
  • Your Aura of Reckoning range increases to 60 feet.
  • You and friendly creatures within your Aura of Reckoning have immunity to lightning and thunder damage.
  • You gain the benefits of activating your Channel Divinity: Overcharge feature.
  • You may cast shocking grasp as a bonus action on each of your turns.

Once you use this action, you can't use it again until you finish a long rest.

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