Paladin
Base Class: Paladin

The Oath Of Judgement is only taken by the most self-assured of warriors. Those Paladins who know that their decisions are made with fairness and a lack of bias in mind cannot waver in that belief, lest they go astray and break their oath. Paladins of Judgement, otherwise known as Jurors, Grey Knights, and Justiciars, are often placed in the position to punish the wicked, vindicate the innocent, and ensure all secrets are not kept for long.
These paladins are united by the following tenets:

Fairness. All are judged equally.
Compassion. Justice is blind, but never heartless. Even those you punish are deserving of redemption, if they so wish.
Forethought. Take into account others’ actions, and prepare accordingly, but never merely assume.
Truth. Secrets are a burden, one that none should bear. Bring everything to light, and expose the deceivers.
Retribution. Regardless of your pity, the rod must not be spared. Punish those who wrong others, and show mercy only once justice is served.

Level 3: Oath of Judgement Spells

The magic of your spells ensures you always have certain spells ready; when you reach a paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Level 3: Verdict

As a bonus action, you can use your Channel Divinity to help or harm the deserving. Lawful Evil creatures will take an extra 1d4 radiant damage upon using this with attack, Neutral Evil creatures take 2d4, and Chaotic Evil creatures take 2d6. If you bring a creature’s hit points to 0 with this ability, you can expend a spell slot. Doing so will obliterate the creature’s soul, preventing it from being revived. Additionally, a creature who survives an attack with Verdict is marked as a Defendant. Alternatively, creatures on the Good side of the morality chart will get healing bonuses. Chaotic, Neutral, and Lawful Good creatures will receive a 1d4, 2d4, and 2d6 bonus HP respectively when using Verdict with Lay On Hands’ healing effect.

Level 7: Aura Of Consequence

Your dedication to the binds of morality empowers your allies. Any party members within 10 feet of you deal an extra 1d4, 1d6, or 1d8 Radiant damage to Lawful, Neutral, and Chaotic Evil creatures respectively.

Level 15: Truth Seeker

Your will to ensure fairness brings everything to light. Any enemy that is concealed or behind cover is automatically made visible or moved in front of said cover, dealing 1d4 Psychic damage. Additionally, you can automatically tell when someone is lying to you.

Level 20: Judgement, Abjuration, Execution

Your word is final, and your word is undenied. Once per Long Rest, you can expend a spell slot. Doing so will cause every creature marked as a Defendant within 50 feet of you to take 2d8 Radiant damage and 1d8 Psychic damage. Doing this clears the mark, and any creature whose hit points drop to 0 from this effect has their soul obliterated.

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