Base Class: Paladin
The Oath of Justice is a commitment to Order and the Law above all else. The Paladin of Justice represents the principle that every action has consequences, and that everything must be balanced at the end. Good is met with mercy and peace, Evil is met with unrelenting fury and judgement.
The tenets of Justice are as follows:
- Balance. I have a duty and obligation to ensure the punishment fits the crime. I must always be objective.
- Protection. I am the protector of those less fortunate than me. Justice does not discriminate nor distinguish between rich and poor, healthy or sick. Only one’s actions are to be considered.
- Order. I keep the law and oversee its implications on society. Laws of the corrupt must be overturned.
- Fairness. I will keep myself above reproach and treat all in accordance with the law and unbiased fairness.
Oath of Justice Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Justice Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Charm Person, Sanctuary |
| 5 | Suggestion, Hold Person |
| 9 | Speak with Dead, Nondetection |
| 13 | Otiluke's Resilient Sphere, Compulsion |
| 17 | Dominate Person, Scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Confession. You can use your Channel Divinity to force the truth out of a suspect. Outside of combat, you present your holy symbol. Searing golden light pours across a creature you can see in 30 feet, outlining their silhouette in divine power. The creature must make a Wisdom save against your spell casting DC or be restrained for 10 minutes, or until you release them.
Whilst restrained in this way, they must answer any questions asked of them in a truthful manner. Should they attempt to lie in any way, attack, or cast a spell, they will instead fail to do so and be wracked with agonizing pain, taking 1d12 psychic damage.
Detainment. You can use your Channel Divinity to quash any attempt to flee Justice. As a reaction, when a creature within 30 feet that you can see tries to move away from you, you may deal psychic damage to that creature equal to your Paladin level.
The creature must make a Wisdom save against your spell casting DC or fall prone and have their speed reduced to 5 feet for 1 minute.
Aura of the Arbiter
Starting at 7th level, you can bring down glorious judgement through the hands of another. When an ally within 10 feet of you deals damage to another creature, you can use your reaction to apply your Divine Smite and add it to that damage.
At 18th level, the range of this aura increases to 30 feet.
Judgement
Starting at 15th level, the gods of Judgement deem you worthy to decree a verdict upon the mortals you encounter. As a bonus action, you may declare a creature you can see within 30 feet of you as either Guilty or Innocent.
The first attack made against a Guilty creature each turn has advantage and deals an additional 2d8 radiant damage. The first attack made against an Innocent creature each turn has disadvantage and has any damage it would deal reduced by 2d8 points. You may use this feature a number of times equal to your Charisma modifier per long rest.
Avatar of Justice
At 20th level, you may undergo a divine transformation into a living embodiment of Justice. As a bonus action, you transform into a six-winged being of pure, blinding, golden light. This transformation lasts for 1 minute, and for the duration you have a flying speed of 60 feet and can hover in place. While in this form, you shed bright light in a 250 foot radius and dim light in a further 250 feet.
Any number of creatures of your choice within the bright light must make a Wisdom saving throw against your spell casting DC +5 or be paralyzed until the end of your next turn and frightened of you for the duration.
Creatures that fail this save also take 1d8 radiant and 1d8 fire damage at the start of each of their turns for the duration of your transformation. Finally, all attacks that you make deal an additional 2d10 radiant and 2d10 fire damage for the duration. You may undergo this transformation once per long rest.
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Posted May 21, 2025I love the flavor of this subclass and it's aura turns it into an amazing support focused pally. I personally have a dragonborn sheriff character that this works perfectly for! However I'm curious what people think of the channel divinities. They feel a bit overtuned with a 10 minute restrain on a single save. And a reaction damage plus shutdown. Im in love with the idea of adding smite to allies attacks though, makes for some awesome tactical play with your team!