Base Class: Paladin
Paladins who swear the Oath of Judgement see themselves as agents of divine retribution, tasked with rooting out evil and punishing wrongdoers. These paladins are often seen as uncompromising and harsh, but they believe that their actions serve a greater good.
Tenets of Judgement
Paladins who swear the Oath of Judgement adhere to the following tenets:
- Punish the guilty. Evil must be punished, and wrongdoers must face justice for their crimes.
- Protect the innocent. The innocent must be shielded from harm, and those who would prey on them must be stopped.
- Be unrelenting. The forces of evil never rest, and neither must you. Remain vigilant and unyielding in your pursuit of justice.
- Do not hesitate. Be swift in your dealing of justice.
- Be a paragon. You must hold yourself to the highest standards, and exemplify that which you uphold
Oath Spells
You gain oath spells at the paladin levels listed below.
3rd level: detect evil and good, protection from evil and good
5th level: hold person, zone of truth
9th level: dispel magic, magic circle
13th level: banishment, hallow
17th level: dispel evil and good, hold monster
Laws
Paladins of the Oath of Judgement are bound to punish the guilty and defend the innocent. But, what defines one's innocence? What rules deem one worthy of death if broken? When you swear the Oath of Judgement, you swear as well to a set of laws. Those who go against these laws are deemed Guilty by you, and marked for death.
Unbiased
When you take this oath at third level, all paladin features that would normally affect fiends, undead, evil creatures, etc. now only affect those deemed Guilty. As determined by your sworn Laws.
Channel Divinity
When you choose this oath at third level, you Gain the following channel divinity options.
- Execution: When you hit a creature with a melee weapon attack, you can use your Channel Divinity to deal extra damage to the target. The damage equals your weapon damage dice plus an additional 2d8 radiant damage. You can sacrifice spell slots to increase the damage, adding 1d8 per level of spell slot spent. Multiple slots can be spent per smite, to a maximum of three.
- Mark of Judgement: As an action, you can choose one creature you can see within 30 feet of you and mark it for judgement. Until the end of your next turn, you have advantage on attack rolls against the creature, and any attack roll the creature makes against you has disadvantage.
Skyfall Judgement
Starting at 7th level, you can summon a blade of light to punish the wicked. As an action, you can call down a Large blade of light from the sky, which hovers above a point you choose within sixty feet of you. The sword remains suspended in midair for up to four rounds, or until you trigger it as an action, at which point it falls and strikes the target, dealing 4d8 radiant damage to everything in a ten foot radius cylinder. On the first turn, if triggered, the blade deals 4d8 radiant damage, and the damage and range increases by 2d8 and 5 feet respectively on each of the following turns, to a maximum of 10d8 and 25 feet on the fourth turn.
This is a potent expenditure of your power, and requires you to take a Long Rest to use it again
Judgement's Wrath
At 15th level, you gain the ability to pronounce judgment upon your enemies. As an action, you can target a creature within 60 feet of you and force it to make a Wisdom saving throw against your spell save DC. If the creature fails, it takes radiant damage equal to your paladin level + 10, and it is blinded until the end of your next turn.
If the creature is Guilty, it takes double damage from this feature, and it has disadvantage on the saving throw.
If the creature is marked by your Channel Divinity, It has disadvantage on the saving throw and takes 5 extra damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.
Abitrator
At 20th level, as an action, you can assume the form of an Arbitrator. For 1 minute, you gain the following benefits:
- You have immunity to radiant and necrotic damage, and resistance to all other damage types.
- You cannot be affected by healing, nor can you go below zero hit points.
- Your Skyfall Judgement deals an extra half of the rolled damage, rounded up.
- You can use your bonus action to use your Execution Channel Divinity, once per turn.
- As an Arbitrator, you radiate an aura of spiritual force that extends 30 feet from you. While the aura is active, any Guilty or marked creatures within the aura have disadvantage on attack rolls against you and creatures deemed innocent by your Laws, experience difficult terrain caused by an overwhelming pressure from your aura, and you have advantage on saving throws against their spells and abilities.
You can use your bonus action to dismiss the aura, and you can reactivate it as a bonus action on your turn.
Once you use this ability, it cannot be used again until you take a Long Rest.
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