Base Class: Paladin
In the untamed parts of the world, where evil runs unchecked, you are the protector of what is right. This might mean protecting a mining town from an evil oil barren lich or running off a gang of demons from terrorizing locals. Your code of conduct is your own, and you will do what needs done to uphold justice
Level 3: 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 | Heroism, Hunter's Mark |
| 5 | Find Steed, Hold Person |
| 9 | Dispel Magic, Haste |
| 13 | Dimension Door, Freedom of Movement |
| 17 | Dawn, Wall of Force |
Level 3: Sacred Weapon
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Divine Firearm. You can use your Channel Divinity to conjure a divine weapon. As a bonus action, you summon either a pistol or a musket (see the Dungeon Master's Guide pg 268 for statistics) to your hand, which disappears after 10 minutes. You are considered proficient with the summoned weapon and ignore the loading property for it. The weapon requires no ammunition, instead firing divine bullets which deal radiant damage instead of the normal piercing. You can use Charisma instead of Dexterity for attack and damage rolls with it. Additionally, when you make an attack with your divine firearm, you can use your Divine Smite ability, but you must declare your intention to do so and expend a spell slot before making the attack roll.
Instigate Standoff. You can use your Channel Divinity to issue a challenge to an enemy creature. As a bonus action, you can cast compelled duel without requiring components or concentration. The target also has disadvantage on the saving throw if you or your allies have not yet damaged it.
Level 7: Aura of JUSTICE
You and friendly creatures within 10 feet gain a bonus to initiative equal to your Charisma modifier (minimum of 1).
Level 15: Protect the Downtrodden
You are ready to protect those in need from the hostility of others. When a creature you can see within 30 feet of you hits one of your allies with an attack, you can use your reaction to make an attack against the attacking creature. If this attack uses a ranged weapon, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll.
Level 20: Avatar of JUSTICE
You are imbued with divine energy as a lone defender of justice. As a bonus action, you gain the following benefits for 1 minute:
- You can summon your Divine Firearm as part of the same bonus action without using your Channel Divinity.
- You have advantage on attack rolls you make using your reaction.
- When a hostile creature's movement provokes an opportunity attack from you, you can use a ranged weapon for the attack. If you do, the attack deals an additional 1d8 damage on a hit.
- Once per turn when you hit a creature with an attack roll while no other creature is within 5 feet of it, you can deal an additional 1d8 damage with that attack.
Once you use this bonus action, 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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