Base Class: Paladin
The Oath of Justice believes that in order for morality to be a thing, there must be punishment for those who are immoral. Justice is vague, and up to interpretation, but it all roots back to morality. There must be someone to intervene when someone does something immoral and wrong. Those who believe in justice gain powers beyond that of a normal mortal humanoid. Powers that when reinforced with divine might, become godly.
TENETS OF JUSTICE
Though the exact words and strictures of the Oath of Justice vary, paladins of this oath share these tenets.
Truth.Tell others the full and honest truth, always.
Justice. Intervene when you notice someone acting unwise or immoral.
The Heroic Way. Stand proud as a heroic symbol for the things you represent.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Justice Spells
| Paladin Level | Spells |
|---|---|
| 3rd | heroism, jump |
| 5th | Aganazzar's scorcher, enhance ability |
| 9th | beacon of hope, fly |
| 13th | freedom of movement, stoneskin |
| 17th | cone of cold, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Thousand-Men Strength. As a bonus action, you grant yourself a +5 bonus to Strength (Athletics) checks for the next minute. While this is active, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
X-Ray Sight. As an action, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Aura of Heroism
Starting at 7th level, your incredible senses allow you to pick up on more things. You gain tremor sense out to a range of 10 feet. Additionally, as an action on each of your turns, you can choose up to your proficiency bonus creatures within 10 feet of you to gain a fly speed equal to their walking speed. This speed does not have a duration, but once they leave your range they lose the speed at the end of their turn.
When you and other effected creatures expend a total distance of feet equal to your levels in this class multiplied by 15 without taking a long rest, all creatures currently flying lose the ability, and you cannot fly in this way until you have finished a long rest.
At 18th level, the range of your tremor sense and fly granting increases to 30 feet.
Flame Bolt
Starting at 15th level, you become able to fire high intensity rays of heat from your eyes. As an action, a ray of heat 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one.The heat ignites flammable objects in the area that aren't being worn or carried. Immediately after you use this ability, you become blinded until the start of your next turn.
Once you use this ability, you must take a long rest to use it again.
Symbol of Justice
At 20th level, you can surpass your mortal capabilities briefly, to become a shining symbol of justice. As a bonus action, you gain the following benefits for 1 minute:
- If you use your channel divinity during the activation of this feature, you gain both benefits for the minute.
- When you use your Flame Bolt feature while in this state, you do not become blinded. You may use it more than once.
- You become resistant to non-magical sources of damage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. When you exit this state, you gain one level of exhaustion. For every use of Flame Bolt used in this state, you gain another point of exhaustion when you exit.
Comments