Paladin
Base Class: Paladin

The Oath of Vigilante falls upon the oath to judge the damned. Typically they are known as the Enforcers of Law-masters, bounty hunters for extremist groups, or even simple guardians of churches. One truth remains when all others have fallen, though: Oath of Judgement paladins typically focus on investigating, finding, and punishing those who dared to commit atrocities on their fellow man, acting as a sort of blood hound for criminals. Nobody is safe from them: Peasants and Kings alike are not immune to the wrath of Judgement.

Though the exact words and strictures of the Oath of Judgement vary, paladins of this oath share these tenets.

  • Protection: The protection of the innocent and virtuous people is the first and most important of your tasks.
  • Justice: You have been entrusted to uphold the law of the cities you visit, but not if they are designed to take advantage of the lower class.
  • Judgement: Seek out the truth, secure and protect the innocent, and punish the wicked for their misdeeds.
  • Persistence: The wicked will always run, but they most never escape the hammer of justice.
  • Preservation: You life is just as important as the life of an innocent. Never throw your life away for just a single person.

In combat, this Paladin focuses on maneuverability and moving around foes to make them face the full force of justice. They start simply enough, gaining the tools they need to prevent foes from escaping the arms of Justice with their allies. Their auras are dedicated to gaining strength against foes who try to run away and are caught off guard, as well as keeping a visual on all foes at all time. Later, they get the ability to strike down a fleeing foe, even if controlled by a spell to flee. Finally, the Oath of Judgement allows you to control the entire battlefield with it's capstone ability.

Oath Spells

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

Oath of Conquest Spells

Paladin Level Spells
3rd [spell] Blessing of Order/spell], [spell]Judgement Smite/spell]
5th [spell]Caste the Vengeful/spell], [spell]Misty Push/spell]
9th [spell]Cherish the Damned/spell], [spell]Create Ambrosia/spell]
13th [spell]Holy Phantom/spell], [spell]Holy Armor/spell]
17th [spell]Rebuke the Unholy/spell], [spell]Radiant Arms/spell]

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.

The long arms of Justice. You can use your Channel Divinity to enforce the presence of Justice. When an ally within 30 feet of you makes an oppurtunity of Attack, they gain a bonus with to hit equal to your CHA modifier.

Relentless Aura. You can use your Channel Divinity to gain the upper hand on foes with skillful placement. You and all allies within 30 feet of you gain a +10 to your movement speed while your aura is active. At level 18, This bonus increases to 20.

Hammer of Judgement

Starting at 7th level, your need to punish the wicked has grown stronger than ever. Whenever a creature moves, even if it's against their will, you can make a Melee opportunity of attack against that foe. If it hits, the target is knocked prone when they make it to their destination.

Vision of Equity

Starting at 15th level, those who enter your vision shall stay within your sights no matter what. You gain Darkvision of up to 200 feet, and whenever you see a creature, you are always able to see them, even if they hide behind cover or leave the room, as long as they remain within 200 feet of you. They appear as faint golden outlines when not in direct vision.

As a bonus action, you can choose to change your sight of them, depending on varying factors. This affect does not become inert through an Anti-Magic field or through blinding you, but does count as divination magic when applied to spells such as Mordenkainnen's Private Sanctum or Nondetection. You can do this an equal amount of times to your CHA modifier, resetting after a long rest.

The colors within the outline change depending on your choice of Vision. You can change your vision at the start of every turn. The choices are, as follows:

Alignment: Creatures have their alignment displayed to you. Evil aligned creatures have a red color, Neutral have grey colors, and Good have blue colors. The more lawful a creature is, the brighter their color, while the more chaotic they are, the darker the color. True neutral characters appear as all white. 

Friend or Foe: Creatures you have seen show if they are friendly or hostile towards you. Hostile creatures are red, and nonhostile creatures are green.

Human or Inhumane: Creatures you see have retain their shape, but if they are hiding their body's natural appearance (IE: spells like polymorph, a druid's wildshape, or if they are a changling.), then you will see their true form within their outline.

Vision of Alignment

Alignment: Creatures have their alignment displayed to you. Evil aligned creatures have a red color, Neutral have grey colors, and Good have blue colors. The more lawful a creature is, the brighter their color, while the more chaotic they are, the darker the color. True neutral characters appear as all white. 

 

Vision of Friend or Foe

Friend or Foe: Creatures you have seen show if they are friendly or hostile towards you. Hostile creatures are red, and nonhostile creatures are green.

 

 

Vision of Human or Inhumane

 Human or Inhumane: Creatures you see have retain their shape, but if they are hiding their body's natural appearance (IE: spells like polymorph, use of a disguise kit, a druid's wildshape, or if they are a changling, etc.), then you will see their true form within their outline.

 

Aura of Judgement

At 20th level, you gain the ability to harness the power of judgement. As an Action, you can surround yourself with a field of judgement for up to one minuet. At the start of your turn, choose up to 10 creatures within 120 feet of you. You can use your abilities to move them up to their maximum movement speed. Creatures can try to resist by making a CHA save equal to your spell save DC. Creatures more than 1 size bigger than you have advantage, while creatures more than 1 size have disadvantage. This movement has the following effects:

-Targets cannot take or receive Opportunity of Attacks, unless they have a specific ability that allows them to. (EX: Cavalier's Hold the Line ability, Hammer of Judgement, etc.)

-Targets cannot walk into obviously deadly areas, such as into Lava or 30 feet into the ocean, but can be maneuvered into trap that aren't actively dangerous to touch, like pitfalls, and being moved into a spell caster's spell range if they are readying an action. 

-Targets who are not maneuvered outside of the Paladin's Aura of Judgement must make a CHA saving throw against your spell save DC if they are trying to get outside your range. Otherwise they will be unable to flee.

-Targets cannot use spells or abilities that let them or other affected targets travel between planes, unless it involves their death. (EX: Tiamat will return to hell after death regardless of this affect.).

You can use this ability once per long rest.

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