Paladin
Base Class: Paladin

The Oath of Judges acts as the divine word of law. Most Paladins who follow this Oath tend to follow rules and laws to the letter, and intends to keep as much order as physically possible. Those who ascribe to this Oath tend to be natural-born leaders, and often take on a parental role for those that need it.

TENETS OF THE JUDGES

The Tenets of the Oath of Judges hold a paladin to retain order and keep the fragile balance of peace intact.

Follow The Laws. Strive to keep the sanctity of the law intact. The laws were made for a reason, and that reason is absolute.

Crush The Chaos. Stamp out those that care for nothing but lawlessness. Those that care for chaos are nothing but ink blots on your perfect law-book.

Respect A Difference. Though there are those that do not wish to ascribe to your order, be wary of those that do no harm and live their lives based upon the rules of their own land.

Become An Example. Become the standard that everyone else should be - let you mirror the righteousness that all should strive to become, and blot out those that would crack that visage.

 

Oath Spells

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

Oath of Judges Spells

Paladin Level Spells
3rd Hellish Rebuke, Hunter's Mark
5th Arcane Lock, Darkvision
9th Nondetection, Sending
13th Compulsion, Faithful Hound
17th Flame Strike, Modify Memory

 

Channel Divinity

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Word of Law. You cause someone to stop in their tracks at your forceful word. Choose a creature within 30 ft. that is making an attack roll or forcing a creature to make a saving throw. As a reaction, you can use your Channel Divinity to cause the target to remake its attack roll or saving throw with disadvantage.

Castigating Word. Choose a number of creatures equal to your Charisma Modifier (minimum 1) within 30 ft. You can use your Channel Divinity to cause those creatures to make a Constitution Saving Throw, taking 3d6 Radiant damage on a failure. Once you reach 10th level, the target takes half as much damage on a success.

Aura of Law

Starting at 7th level, you exude an aura of intense justice. Hostile Creatures within 10 ft. of you must make a CHA saving throw or become frightened of you for 1 minute.

At 18th level, the range of this aura increases to 30 ft.

Chartering Binds

At 15th level, you cause a creature to become bound by your words.

Choose any number of creatures within 30 ft. that can hear you. The creature must make a WIS saving throw, with advantage if they are hostile to you. On a failure, the target must spend the next minute acting in a way that you dictate, which cannot be harmful or destructive. A creature is immune to this effect if they are immune to being charmed. The effect ends on the target if it takes any damage. Once you use this feature, you cannot do so again until you take a short or long rest.

Immortal Contract

At 20th level, you become the embodiment of the law around you. As a bonus action, you gain the following benefits for the next minute.

  • You are immune to being Charmed.
  • You gain Truesight out to 120 ft.
  • Whenever you hit a creature with an attack roll and deal damage to it, you deal an extra 2d8 Radiant damage.
  • Whenever a creature sees you, it must make a WIS Saving throw, becoming Frightened of you for the next minute, even if it is immune to the condition.

Previous Versions

Name Date Modified Views Adds Version Actions
12/28/2021 11:02:05 AM
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