Paladin
Base Class: Paladin

Tenets of Primordial Justice

The Oath of Primordial Justice means something different to any who keep it. But they all amount to once thing. The Primordials don’t “get revenge” they distribute justice. And their chosen paladins hold the same value.

Balance. What some see as wrath, and violence for the sake of violence, Paladins of Primordial Justice see it as doing what is needed to ensure balance

Mercy. Mercy is for the weak. The deserving. Not for those who will seek to abuse it..

Justice. Your word is final. None hold sway over what you see as right. You have been charged by a being above all others. You are judge, jury, and executioner from those who face your blade

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Primordial Judgement. You can use your Channel Divinity to cast judgement on all those who would face you. As an action, any hostile creature within 30 feet of you must make a wisdom saving throw. On a failed save, they are struck by the weight of their sins, and have their movement speed reduced to 0, and may only take the Dodge action until the end of your next turn.

Weight of Justice. You can use your Channel Divinity to imbue your weapon with a might beyond the gods themselves. As a bonus action, charge any weapon you are holding with the touch of entropy, dealing 2d8 Necrotic damage on a hit, replacing it's original damage die.

This effect lasts for 1 minute, or until you dismiss it.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Primordial Justice Spells

PALADIN LEVEL

SPELLS

3rd

Earth Tremor, Command

5th

Maximilian's Earthen Grasp, Hold Person

9th

Erupting Earth, Vampiric Touch

13th

Elemental Bane, Stoneskin

17th

Wall of Stone, Dominate Person

Aura of the Primordial

Starting at 7th level, you are constantly shrouded in the might of your primordial patron while you are not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

The ground inside your aura is difficult terrain for all hostile creatures, as the weight of entropy begins to break under the weight of your judgement. Whenever a creature moves within this aura, they must make a dexterity saving throw equal to the paladin's spell save DC or be knocked prone.

At 18th level, the range of this aura increases to 20 feet.

Judge of the Primordial

Starting at 15th level,  whenever a creature within 30 feet that you can see makes an attack, you can use your reaction to Judge them. They must succeed on a Charisma saving throw against your spell save DC, or forfeit their attack. Additionally, if they are within range of you, you can make a melee attack against them as a part of this reaction.

Primordial Executioner

At 20th level, you have fully committed to your role as supreme judge of the primordial. You can use your action to gain the following benefits for 1 minute:

  • You have immunity to radiant and necrotic damage
  • You have advantage on Wisdom, Charisma, and Intelligence saving throws, as do your allies within 30 feet of you.
  • Whenever a creature enters the range of your aura, they immediately suffer 3d10 Force damage, as the weight of their sins begins to crush them.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2023 3:59:19 AM
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