Base Class: Paladin
TENETS OF Judgment
A paladin who takes this oath has the tenets of Judgment scrawled upon their armor and weapons in order to use their magic.
Retribution. You must always identify the truth of matters, and judge creatures according to their true deeds and nature. To condemn an innocent man, and to let free a monster are both crimes upon you in equal pace.
Mercy for the Just. Those who speak no evil shall never taste your hammer. But beyond that, those who are righteous deserve upon them protection regardless of their own strength
Penance for the Wicked. Any who commit evil acts must be punished accordingly. No man is above the law.
Oath Manuvers
Instead of gaining oath spells, you instead learn an Oath Maneuver. You may select a new Maneuver any time you would gain an Ability Score Increase/Feat.
Parry: As a reaction when you are attacked by a melee attack, you may add your proficiency bonus to your armor class, potentially causing that attack to miss.
Overwhelm: If you miss a melee attack roll against a creature, you gain a +2 bonus to hit against that creature (can stack), until you hit an attack roll against the creature.
Light's Guidance: If you cast the guidance cantrip on a good aligned creature, it may add an additional 1d4 to the check it makes
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.
Hammer of Wrath. You can use your Channel Divinity to exude a terrifying presence. As a bonus action, you coat a hammer type weapon you are holding with golden light. Until the end of your next turn, your smites treat any target as undead or fiends, and deal double damage to critical targets. The hammer also gains the thrown property (60/120) and returns to your hand immediately after being thrown.
Hand of Justice. You can use your Channel Divinity to save an ally from the brink of death. You can use a reaction to bless another willing creature you can see who is about to be attacked within 30ft of you. They make move up to their movement speed without provoking opportunity attacks, potentially causing the attack to miss. If a creature is not willing, you may use your reaction when a creature moves within 30ft of you; it's walking speed is halved until the end of the turn.
Aura of Judgment
Starting at 7th level, you constantly emanate a judicial aura that suffuses creatures within 10ft of you.
A creature inside this aura is under the effects of zone of truth, as if you had cast it. Creatures who benefit from this aura also gain: When you are hit by an attack roll, the creature who struck you takes radiant damage equal 1d8 times to half the paladin's proficiency bonus, rounded down.
At 18th level, the range of this aura increases to 30 feet.
Shield of Vengance
Starting at 15th level, you may focus your magic into a shield to protect you in battle. as a bonus action, you may expend a spell slot to wreath yourself in a barrier of energy. you gain temporary hit points equal to level of the slot expended times half your paladin level, rounded down, and the shield lasts for one minute, or until the temporary hit points expire. When these temporary hit points expire, the shield explodes, dealing damage to all hostile creatures within 10ft of you equal to the amount of damage taken by the shield right before it broke in radiant damage.
Justice Bringer
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you endow one hammer you are holding with holy power, granting it the following benefits for 1 minute:
- it's damage type changes to purely radiant, and it deals an additional 1d8 radiant damage.
- When you take the attack action, you may make an additional thrown weapon attack as a part of that action (stacks with extra attack for a total of 3 attacks, instead of 2)
- Your channel divinity is always active on this weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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