Paladin
Base Class: Paladin

The Oath of Final Judgment is popular with the clergy of Kelemvor, Jergal, and Anubis. With no particular favor towards good or evil deities, Judgment paladins - also called death wardens or reapers - spend their lives guarding the gate world between life and death.  They protect those souls heading to the afterlife, and ensure that they go in the right direction.  Many of their members become hunters of escaped souls, spending their lives scouring the world for those who's souls should be resting in peace or tormented for eternity.  They are to return these souls to their rightful place, and ensure the balance of life and death remains equal.

TENETS OF JUDGMENT

Order. Death is part of life. To run from death is only delaying the inevitable. I will not shy from it.

Respect. Desecrating the dead is a most heinous crime; life is fleeting, but the afterlife is eternal. Necromancy will meet justice by my hand without mercy.

Guidance. A lost soul is to be pitied. I will bring lost souls to peace; whether they are spirits that cannot leave our world, or those who need guides to reach the next.

Wrath. Any undead I cross will be scrubbed from existence; their rot brings nothing but ruin.

Judgment. The many reap what they sew, their final judgment shall deem them worthy of the after life, be it sweet ambrosia or the terrors of fire.

Duty.  Death is a linear path, the after life is much the same, I shall return those who break from their path.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Final Judgment Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Final Judgment Spells

Death's smite

When you choose this oath, your god gives you the ability to deal smite damage as necrotic.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Supreme Judgment. As an action, you call forth the scales of Anubis to judge the mortals around you.  Choose a target within 30 feet, if you deem it just and pure, it is given 2d10 + your charisma modifier in healing. If you judge it maligned and corrupt, it must make a constitution saving throw, on a fail the target takes 2d10 + charisma damage.  It takes half damage on a success.  Once you reach 9th level in this class, you can sacrifice hit dice to empower your judgment. You may expend up to 2 hit die to increase the damage or healing done this way.  

Return to your Afterlife. As an action, you call forth the scales of Anubis to cast judgment upon your enemies.  Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  Starting at 9th level, when an Undead of CR 1 or lower fails its saving throw against your channel divinity feature, the creature is instantly destroyed.

Aura of Judgment

Starting at 7th level, you constantly emanate an aura of the power of death's judgment.  while you’re not incapacitated, The aura extends 10 feet from you in every direction, but not through total cover.  In this aura your allies benefit from the effects of bless, and your enemies are affected by bane.  Additionally, the ground around you is considered difficult terrain for your enemies, as the sheer power of death's judgment weighs down the corrupt, and lifts up the pure of heart.

At 18th level, the range of this aura increases to 30 feet.

 

 

Balance the Scales

Starting at 15th level, the god of death has made you his arbiter.  Choose a target within 30 feet of you.  You bind your target to its destined afterlife. At the start of your turn, if you’re not incapacitated, roll a d20.  On a roll of 2 - 10, you receive 1d6 + charisma temporary hit points.  On a roll of 11 to 19, your target takes 1d6 + charisma radiant damage.  On a roll of 1, no effects occur, on a roll of 20, both effects occur. Temporary hit points cannot stack, and this power lasts for 1 minute.  you must take a long rest before you can use this power again.

Additionally, you are no longer affected by old age, and do not require food or water for sustenance.

Avatar of Anubis

At 20th level, you gain the ability to harness extraordinary deathly powers. As a bonus action, you can magically become an avatar of your deity, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • you can immediately use one of your channel divinity options as part of this transformation
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath Of Final Judgment Image

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