Base Class: Paladin
All actions have consequences, positive or negative, but the world is a complicated and messy place. All too often, a good act goes unrewarded, or a cruel one goes unpunished. Paladins of the Oath of Justice take on the task of amending these unfortunate occurances. This includes the daunting task of making sense of unclear situations, discerning malice from mistakes, and determining which acts are selfless or selfish. Once the truth has been revealed, these paladins are swift and decisive with their judgment.
The tenets of the Oath of Justice are often publicly displayed, such as being etched upon the paladin's weapon or shield, ensuring that all are aware of their obligations. Discern the Truth. A situation is always more complicated than it seems, be not fooled by lies or false evidence. Console the Wronged. The victims of any situation are as important as the perpetrators, grant aid where possible. Reward the Righteous. Those who would stand against cruelty must be encouraged, for they are far too few. Punish the Wrongdoer. Show them the true consequences of their actions, however is appropriate. (Created by: u/NotTheDreadPirate)
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Preemptive Protection. You can use your channel divinity to protect creatures from damage they have not taken yet. As a bonus action, you present your spellcasting focus and choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus, creating protective wards over each of those creatures for 1 minute. The wards have a number of temporary hit points equal to your paladin level + your Charisma modifier.
Pronounce Judgement. You can use your channel divinity to proclaim divine punishment into being. When you take the Attack action, you can forgo one of your attacks to expend a spell slot of 1st level or higher and force each creature of your choice in a 20-foot cone to make a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, plus an additional 1d8 damage per level of the slot expended. On a successful save, a creature takes only half the damage. Fiends and undead have disadvantage on this saving throw.
Oath Spells
At 3rd level, You gain oath spells at the paladin levels listed in the Oath of Justice Spells table.
Oath of Justice Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Righteousness
At 7th level, you emit an aura of divine abjuration that is infused with your righteous will while you aren't incapacitated. Once per any turn when another creature within 10 feet of you takes damage, you can reduce or increase the damage by an amount equal to your proficiency bonus.
Absolute Inspection
At 15th level, while your Divine Sense feature is active, you gain truesight out to a range of 60 feet and you know if a statement you hear spoken by a creature within that radius is a deliberate lie.
Dauntless Justiciar
At 20th level, you dispense justice regardless of obstructions. As a bonus action, you gain the following benefits for 1 minute: 1) While you are not unconscious, you are immune any effect that would reduce your speed or cause you to be blinded, charmed, deafened, frightened, or incapacitated. 2) You gain a bonus to AC equal to your Charisma modifier. 3)You ignore disadvantage on attack rolls and ability checks. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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