Paladin
Base Class: Paladin

Tenets of Justice

A paladin who takes this oath has the tenets of Shining Justice seared on the eye.

Coolness Above All. It is not enough to merely defeat an enemy in battle. You must look stylish while doing so and show the who is the coolest.

Names Are Powerful. You must have a suitably themed and cool title for your self and your moves. Without them, you are nothing.

Justice For All. You shall defend the weak as it is suitable for those of Justice!

Channel Divinity

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

Electromagnetic Overcharge. As an action, you can channel the Aura of Shining Justice through your weapon and fire a projectile from it. This projectile is a line 30 feet long and five feet wide, goes through all creatures. Creatures in the line of fire must make a Dexterity Saving throw to the Paladin's Spell DC. On a fail, The target is knocked prone and takes 2d10 lighting damage plus your charisma modifier. On a successful save, they take half the damage and resist the condition

At 10th level the damage increased to 4d10 and at 16th it increases to 6d10.

Stratospheric Thunder Step. As a reaction to being hit with an attack, you can teleport yourself to an unoccupied space you can see within 15 ft. After the teleport, you are covered in an aura of electricity until your next turn. Any enemy creatures around you when you initiate the teleport and end it take 1d10 lighting damage and have disadvantage imposed on their next attack.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Desolation

Starting at 7th level, an enemy in your aura targets you and only you with a condition, make the saving throw with advantage. This aura has a range of 10 ft.

At 18th level, the range of this aura increases to 30 feet and now on a success, force them to make a saving throw of the same type with your spell DC. Should they fail, they take on the condition they attempted to inflict upon you.

Apocalyptic Levity

Beginning at 15th level, you are imbued with the power of Justice! You are immune to the frightened and charmed conditions

Eye of Shining Justice

3 times per long rest, you can freely imbue yourself with the power of justice.  When activated, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity Saving Throws, and gain an additional action on each turn. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action. This ability lasts for 6 turns and costs no action or bonus action to use.

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