Base Class: Paladin
Oath of Divine Judgment binds Paladins to the ideals of justice and order. Many who swear this oath are devoted to gods of law and use their gods’ tenets as the measure of what is right. Others form orders and write there own laws or follow those of the land. They detest apathy and always think that a solution should be reached.
These paladins share the following tenets:
- Uphold the laws you see right.
- Protect those worthy and never fear to act.
- Punish those deserving.
Level 3: Oath of Divine Judgment
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Divine Judgment Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Command, Healing Word |
| 5 | Hold Person, Zone of Truth |
| 9 | Mass Healing Word, Speak with Dead |
| 13 | Divination, Locate Creature |
| 17 | Commune, Flame Strike |
Level 3: Wrath of the Sentencer
You Channel your beliefs of protecting and punishing those worthy of it. As a Bonus Action you can spend a use of your Channel Divinity and gain the flowing benefits for 10 minuets.
- You can use any Smite spell on Ranged Weapon attacks not just Melee Weapon attacks and Unarmed Strikes.
- When you cast a Paladin spell you gain 20ft of movent that dos not provoke opportunity attacks.
- Whenever you use your Lay on hands feature to heal another creature you and that creature gain Temporary Hit Points equal to 1d10 plus your Paladin level.
Level 7: Aura of Benediction
If a creature in your Aura would gain Hit Points you can choose one of the following effects.
- The creature gains the maximum amount of healing possible rather than rolling the die. A creature can only gain this benefit once per Short Rest.
- You force the creature to make a Constitution save vs your Paladin spell save dc. On a failure the creature only regains half the number of Hit Points it would have ans gains the Parallelized condition till the end of its next turn.
Level 15: Scour the Sinful
Whenever you cast a Smite spell and damage a creature, you may choose another creature within 60ft and force it to make a Constitution saving throw vs your Paladin spell save dc. On a failure roll the smite damage again, the creature takes that damage in radiant damage and is set ablaze for 1 minute, until you dismiss the effect (no action required) or until it succeeds the saving the end of each of its turns. While ablaze the creature takes 2d8 radiant damage at the start of each of its turns. On a successful save it takes half the damage and is not set ablaze.
Level 20: Damnation and Deliverance
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Punish the Wicked. When you damage a creature with Radiant damage and they are below 50 Hit points they make a Constitution saving throw, on a failure the creature is reduced to 0 Hit points.
Saving Grace. When a creature within your Aura takes damage you can use your Reaction and take the damage instead.
Previous Versions
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3/15/2026 12:42:29 AM
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1.0
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Coming Soon
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