Paladin
Base Class: Paladin

The Oath of justice calls upon those who seek retaliation against the corruption that spread throughout the world, consuming the heart of men and affecting their judgment. Those who follow the path of justice become heralds of their gods defending divines laws, but they do not bow to the laws of men for these are flawed and vile. 

 

 

 

 

 

Tenents Of Justice

Tenents of Justice

  Divine Loyalty. Don't fail in your cause, follow the divine laws and when necessary confront the laws of men.

  Honor. Execute your judgment before  divine light so that everyone  can see. Never attack from behind, make sure that your enemies know you're coming.

  Judge. You have been granted the divine right to exercise your judgment to all who oppose divine justice, and nothing shall stop your sentence.

  (Optional) Redemption. There's a second chance for all. When executing your judgment ensure that there may be a chance for redemption.

  Impartial. Justice is blind, do not allow your emotions to harm your cause.

Oath Spells

You gain oath spells at the paladin levels listed. 

 3rd- Bane/Protection from Evil and Good
 5th- Hold person/Zone of truth
 9th- Magic circle/Bestow curse
 13th- Banishment/Freedom of Movement
 17th- Commune/Dispel Evil and Good

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Confessional. As an action, when using your channel divinity you can pluck the truths from your target. Choose a creature that you can see within 30 feet range, for an hour, you will      have advantage in charisma ability checks and saving throws against the target , and the target will have disadvantage in charisma ability checks and saving throws against you.

Retaliation. As an action, you can conjure a 10 feet radius sphere centered on you that lasts 1 minute and moves with you. The area within the sphere is considered difficult terrain. Hostile creatures of your choice within the sphere are subject to your divine punishment, you can use a bonus action to choose a creature within the radius of the sphere, the creature will suffer damage equivalent to half your paladin level (minimum of 1) plus you charisma modifier, you can choose the damage type to be either radiant or necrotic. 

Aura of the Inquisitor

Begining at 7th level, you emanate a divine aura that provides protection against corruption and instills fear in your enemies. The aura extends 10 feet from you in every direction granting you resistance against the charmed and frightened condition. Hostile creatures that begin their turn in the aura or enter it for the first time on a turn must make a wisdom saving throw against your spell save DC, on a failed save the hostile creatures will become frightened of you while they're within aura, if they pass the saving throw they will become imune to the effects of your aura for 24 hours, creatures affected  by the aura can repeat the wisdom saving throw at the end of each of their turns. At 18th level, the range of this aura increases to 30 feet.

Brand of Damnation

Begining at 15th level, you gain the ability to brand the body and soul of your enemy putting it in pain and suffering and increasing your power before such creature. As a bonus action you can choose a creature that is within a distance of 30ft of you and brand it, granting you several benefits against the target. 

  • You gain a bonus on damage rolls against the target equivalent to your charisma modifier, you can choose the damage type to be either radiant or necrotic.
  • You will always know the direction to the branded creature as long as it is on the same plane of existence as you.
  • You have advantage on attack rolls against the branded creature.
  • If you kill the branded creature within the timespan of 1 minute, you will be able to immediately brand another creature that is at a 10 feet range of the original target.

The brand lasts until the target dies, you dismiss it as a bonus action or brand another creature. Once you use this feature, you can't use it again until you finish a short or long rest.

Herald of Justice

By reaching 20th level you  become divine justice incarnate using your power to annihilate the corruption that ravages the world, becoming a herald . Using a bonus action you transform into a celestial form of your description gaining immense power.

  • You gain a flying speed of 60 feet.
  • Your size becomes large
  • You have resistence to all damage.
  • You stay under the effects of retaliation without spending an use of channel divinity
  • You  and allies within 10 feet of you gain a bonus to damage rolls equivalent to your proficiency bonus.

Your transformation lasts a number of rounds equivalent to your charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

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