Base Class: Paladin
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Judgment
Using your channel divinity you create a spectral hammer that targets your foes and marks them for judgment.
Light: A floating hammer made of radiant energy lingers above your targets head for 1 minute. The next melee weapon attack against that creature has advantage and you add an additional 1d8 to your smite rolls per spell slot, stacking with the base smite damage. Once the creature has been hit, the effect ends.
Justice: You target a creature you can see within 60 feet and throw a glowing spectral hammer at them. The targets speed is reduced by half until the end of their next turn.
Consecration
Using your channel divinity you strike the ground at your feet causing a fissure that bursts with radiant energy for 1 minute. All creatures within 10 feet who start their turn in the area take 1d4 radiant damage.
This damage increases as you gain levels in this class. At 7th it becomes 1d6, at 12th 1d8 and at 18th 1d10.
Aura of retribution
Starting at 7th level you and all friendly creatures within 15 feet are covered in a protective aura that lashes out against your attackers. When someone in the aura is hit with a melee attack the attacker takes 1d6 radiant damage.
Sacred shield
Starting at 15th level you can use your bonus action to cover yourself in a firy aura of protection until the end of your next turn. The shield absorbs all damage and at the end of the next turn explodes in a radiant ball of fire dealing half of the damage received. All creatures within 15 feet must make a dexterity saving throw. On a successful save they take half damage.
Order of the ancient kings
Starting at 20th level you can use your action to summon two avatars of judgment to smite your enemies.
The two effigies are incorrporreal and immune to status effects. They appear in a space adjacent to the paladin on either side. The figures do not move until commanded to do so with a bonus action.
Using your bonus action you can command one of the figures to attack a creature that you can see. It throws a glowing hammer at the target and forces it to make a constitution saving throw against your spell save DC. On a failed save the creature take 10d10 radiant damage and is blinded and incapacitated until the end of its next turn. On a successful save the target takes half damage and ignores the status effects. Once the summoned creature makes this attack, it vanishes. You can use this feature once per long rest.
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