Level
Cantrip
Casting Time
1 Action
Range/Area
Sight
Components
None
Duration
1 Minute
School
Divination
Attack/Save
None
Damage/Effect

As an action, you can use your Channel Divinity to invoke the Judgment of Bahamut upon a creature you can see within 30 feet. A radiant, platinum-scaled eye appears above the target, marking it for Bahamut’s scrutiny. The creature suffers an effect based on its alignment, tailored by Bahamut’s justice to correct, rebuke, or compel it to act righteously.

The effect lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell). This ability can only be used once per long rest, as it draws directly on Bahamut’s divine power.


Alignment-Based Effects

  1. Lawful Good – Burden of Accountability

    • Effect: The creature’s damage is reduced by 50% if it’s not defending itself or allies.
    • Additional Effect: The creature takes 1d8 radiant damage if it harms an innocent, reminding it of the cost of unjust aggression.
  2. Neutral Good – Call to Compassion

    • Effect: Whenever the creature deals damage, it takes radiant feedback equal to your Charisma modifier, urging it to act with compassion.
    • Additional Effect: The creature can only make one attack per turn, a reminder to act thoughtfully.
  3. Chaotic Good – Restraint of the Righteous

    • Effect: The creature’s speed is reduced by 10 feet, and it must succeed on a Wisdom saving throw at the start of each turn to make more than one attack, promoting thoughtfulness.
    • Additional Effect: If it attacks without just cause, it takes 1d6 radiant damage.
  4. Lawful Neutral – Mantle of Fairness

    • Effect: The creature cannot critically hit or gain advantage on rolls, ensuring even-handed actions.
    • Additional Effect: Allies have advantage on Insight checks against the creature.
  5. True Neutral – Balance of Justice

    • Effect: The creature loses the ability to critically hit or gain advantage, and it is prevented from gaining extra damage effects (like sneak attack), enforcing equilibrium.
    • Additional Effect: Allies have advantage on saving throws against the creature’s abilities.
  6. Chaotic Neutral – Chain of Control

    • Effect: The creature’s first attack each turn is at disadvantage, and further attacks require a successful Wisdom saving throw.
    • Additional Effect: If the creature harms an innocent, it takes 1d6 radiant damage.
  7. Lawful Evil – Chains of Conscience

    • Effect: The creature must succeed on a Charisma saving throw to successfully lie or deceive, unable to twist justice under Bahamut’s eye.
    • Additional Effect: The creature has disadvantage on attack rolls against allies, as guilt weighs on it.
  8. Neutral Evil – Radiant Rebuke

    • Effect: Each time the creature deals damage, it suffers 1d8 radiant damage in return, feeling the consequences of its malicious intent.
    • Additional Effect: The creature has disadvantage on saving throws while within 30 feet, as Bahamut’s disapproval oppresses it.
  9. Chaotic Evil – Wrath of Justice

    • Effect: The creature takes 2d6 radiant damage at the start of each turn within 30 feet of you, suffering Bahamut’s wrath for its malice.
    • Additional Effect: The creature has disadvantage on all attacks, saving throws, and skill checks, weakened under Bahamut’s righteous gaze.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2024 12:28:21 PM
7
1
1
Coming Soon

Available For: Paladin (Legacy) Paladin Paladin - Oath of the Ancients

TitanTheGodlike

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