Base Class: Paladin
Paladins who swear themselves to the Oath Of Judgement live under the rule of the Gods' wills, and will deliver the killing blow to anyone who may go against them. They work under the merits of Justice, Destruction of Corruption, and Cleansing. Any evil in this world will be either snuffed out by their brethren, or they shall take matters into their own hands to smite them into oblivion.
Paladins of the Oath Of Judgement follow the listed merits.
Evil Must Be Undone. No matter who it may be, a Paladin of this Oath is forever sworn to smite down evil, disregarding any and all emotional or political bias, without a second thought.
To The Bitter End. A Paladin of this Oath must be willing to sacrifice everything and anything to succeed on their mission, provided there is no other way present.
Adapt Or Perish. Paladins of the Oath of Judgement are not permitted to fall prey to change, and must adapt accordingly should they wish to survive. They are always prepared for every inevitability.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Fury. As a Bonus Action or Reaction, you can use your Channel Divinity to bring down punishment onto those who would dare lay their hands upon you. Until you drop your weapon, this effect lasts indefinitely, and will only begin to fade away after one hour of not coming into physical contact with your weapon. For every attack roll you make with that weapon, it now gains an additional die equal to its original damage die/dice as Radiant Damage + your Charisma modifier. For example, if used on a Greataxe, the damage would be 1d12 + STR Slashing and 1d12 + CHA Radiant.
If activated as a Reaction, you immediately gain 15 feet of movement, but must use said movement to either better position yourself in a fight or approach an opponent. If not, you simply do not use your movement.
Assistance Of The Holy. As an Action, you can imbue your armor with a temporary bonus to your Armor Class equal to your Charisma modifier, and also gain resistance to non-magical attacks made against you, plus immunity against silvered weapon attacks, and resistance against the next type of elemental damage your character may suffer. Your armor cannot be dented or destroyed while this is active. This bonus lasts for up to a number of hours equal to your Proficiency Bonus plus half your Intelligence (Religion) check modifier rounded up.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Judgement Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Judgement
Starting at 7th level, you and friendly creatures within 10 feet of you can’t become unconscious or incapacitated while you are alive.
At 18th level, the range of this aura increases to 30 feet.
When a friendly creature is knocked unconscious/into the dying state and your aura is active, they automatically stand up and end the effect on themselves while still standing at zero hit points. A creature with zero hit points inside this aura can still act as if it had >1 hit point(s), but will still die if it gets hit enough times. Any allied creatures in the dying state within the aura's radius automatically succeed on their Death Saving Throws when their turns arrive, and any further successful Death Saving Throw they make counts as a Critical Success.
Spirit Of Condemnation
Beginning at 15th level, you are always under the effects of a divine favor, longstrider, blade ward and detect evil and good spell.
Scion Of Retribution
At 20th level, as an action, bonus action or reaction you can turn into a being of Pure Radiance. Upon activating this feature, you sprout three sets of wings that vary in appearance depending on your race or alignment.
Elves/Fey Related/Lawful Alignment: Insectoid, vibrantly shining, resembling that of a fairy's or a flying scorpion's.
Dragonborn/Lizardfolk/Reptilian or Amphibian Nature/Chaotic Alignment: Draconic, spined glowing flame-covered wings.
Human/Humanoid/Neutral Alignment: Angelic, feathered light-covered wings.
The appearance of these wings can be discussed with the DM and change if something feels like a better fit for a character.
You are now granted a Flying Speed of 3x your Dashing speed, which can be accelerated as a Bonus Action by an extra amount equal to your normal Dashing speed.
You have immunity against Conditions for the duration of this effect. If a creature tries to apply a Condition on you, it is instead reflected or negated if the target is immune to the Condition, and the target must make a Charisma Saving Throw higher than 25 + your Paladin Save DC. If the target fails the saving throw, they are Frightened by you and your attacks have Advantage against them, while also gaining a new +8 to hit.
You have Double Advantage and a +15 to all your saving throws, and are granted Legendary Resistance for the duration of this effect. (You can choose to succeed 3 saving throws when you fail per day.)
Your Critical Hit range is now 15 to 20, instead of 20. If you critically strike an opponent while using this feature, you apply the Incapacitated Condition and triple the damage of your attack instead of doubling it.
However, despite this ability's ultimately godlike power, it puts the user under a cooldown that they cannot normally reduce. You may use this ability again after 6d4 days unless someone assists you with the use of a Wish spell or by praying at a temple of your god. Praying reduces the cooldown by 1d4 days. However, you may also expend an Inspiration die to decrease the cooldown by 1d4 for each Inspiration die.
Previous Versions
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1/24/2023 1:36:08 PM
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Coming Soon
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