Paladin
Base Class: Paladin

Paladins who serve Nerathor, known as the Oath of Justice and Revenge, are fierce warriors dedicated to the pursuit of retribution and the balance of life and death. They are often seen as the divine executioners of their deity’s will, striking down those who have escaped mortal justice with unrelenting resolve.

Appearance:

  • Armor: They don heavy dark armour that is adorned with symbols of scales and scythes, representing the balance of justice and the inevitability of death. The armour is often inscribed with runes that glow with a faint, ominous light.
  • Helmets: Their helmets are designed to in still fear, often featuring visages that resemble the grim reaper, with hollow eyes that seem to peer into the soul.
  • Cloaks: They wear long, flowing cloaks that are as black as the night, which billow behind them as they march towards their foes, reminiscent of the reaper’s approach.

Weapons:

  • They wield weapons that are blessed by Nerathor himself, such as the legendary Blades Eternity's Edge and Divine Verdict, which are capable of dealing both necrotic and radiant damage, symbolizing the dual nature of their god’s domain over life and death.

Personality:

  • Righteous: These paladins are the embodiment of righteous anger and divine retribution. They are unwavering in their convictions and pursue their deity’s notion of justice without hesitation.
  • Merciless: In battle, they show no mercy to those deemed guilty, believing that their actions are guided by the divine hand of Nerathor.
  • Solemn: They carry a solemn demeanour, often speaking in measured tones, and are not known for frivolity. Their commitment to their cause is absolute, and they rarely stray from their path.

Abilities:

  • They possess abilities that allow them to mete out Nerathor’s judgment, such as invoking spectral reapers or casting spells that reflect their deity’s control over life and death.
  • They are also capable of invoking protective spells that shield them and their allies from harm, as they believe in safeguarding the innocent and ensuring that only the guilty are punished.

Paladins of the Oath of Justice and Revenge are respected and feared in equal measure. They are the harbingers of Nerathor’s will, and their presence on the battlefield can turn the tide of any conflict, serving as a stark reminder that none can escape the reach of divine justice

Oath of Justice and Revenge Spells

You gain oath spells at the paladin levels listed.

Oath of Justice and Revenge Spells
Paladin Level Spells
3rd detect evil and good, hunter's mark
5th zone of truth, hold person
9th fear, counterspell
13th divination, locate creature
17th dominate person, Hold Monster

Channel Divinity

3rd- Oath of Justice and Revenge feature

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

- Divine Retribution: You can use your Channel Divinity to mark a creature within sight that you believe has committed an act of great injustice. For the next minute, your attacks against this target deal an extra 2d6 necrotic damage. Additionally, if the target attempts to flee, it must make a WIS saving throw or be restrained  for 1 round.

- Nerathor's Balance: You can use your Channel Divinity to invoke the scales of Nerathor, creating an aura of balance in a 30-foot radius around you for 1 minute. Within this aura, allies receive a +1 bonus to AC and saving throws, while enemies receive a -1 penalty to the same rolls. 

The values of Nerathor's Balance increase by 1 at level 7 and again at level 12.

 

Wings of Retribution

Starting at 7th level, Nerathor's black wings appear behind you and grant you the ability to fly. They also punish those who dare stand in the way of you and your allies. When a hostile creature within 10 feet of you hits you or an ally with an attack, the wings fire black obsidian feathers that penetrate the attacker with necrotic energy. ( doesn't count as projectiles)

- Retributive Strike: The attacker takes necrotic damage equal to 1d8.

you gain resistance to ranged attacks

you gain flying speed of 30

At 9th level, the range of this aura increases to 20 feet.

At 11th level, the range of this aura increases to 30 feet.

 

Nemesis Aura

Starting at 15th level, you can emanate an aura that embodies the relentless pursuit of justice. This aura represents the inescapable nature of Nerathor's judgement.

- Aura of Inevitability: As an action, you activate an aura with a 30-foot radius that lasts for 1 minute. For the duration, enemies within the aura cannot benefit from any form of speed increase, and any attempt to teleport or leave the aura against your will requires a successful Charisma saving throw against your paladin spell save DC. On a failed save, the creature's movement or teleportation is nullified, and they suffer 4d6 necrotic damage as they feel the weight of their sins.

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

Wrath of the Vengeful Reaper

At 20th level, you can invoke the wrath of Nerathor, transforming into an avatar of divine vengeance. This transformation grants you the following benefits for 1 minute:

- Aspect of Nerathor: Your appearance becomes more fearsome, reflecting the terrifying visage of the Vengeful Reaper. For the duration, you gain immunity to necrotic and radiant damage, and your melee weapon attacks deal an additional 1d8 radiant and 1d8 necrotic damage.


- Judgment's Grasp: Enemies within 30 feet of you that are frightened or have less than half their hit points remaining must make a Wisdom saving throw at the start of their turn. On a failed save, they are restrained by spectral chains as they await Nerathor's judgment, unable to move or benefit from any bonuses to their speed.


- Reaper's Strike: Once on each of your turns when you hit a creature with a weapon attack, you can force it to make a Constitution saving throw. If the save fails, the creature's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest.


- Nerathor's Mercy: As a bonus action, you can choose to end the transformation early. If you do, you release a wave of healing energy that restores a number of hit points equal to 1d10 for each round you have remaining + 30 to yourself and each ally within 30 feet.

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

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