Base Class: Paladin
Paladins who swear the Oath of Virtue devote themselves to seeking out the truth in all matters, no matter how challenging or inconvenient it may be. They understand that deception and falsehoods only serve to obscure the path to righteousness, and so they strive to uncover the truth, even when it is difficult.
Central to the oath is the unwavering belief in the potential for redemption. These paladins firmly believe that every individual, no matter how far they have strayed from the path of virtue, possesses the capacity for change and renewal. They approach each encounter with an open heart and a willingness to extend mercy and forgiveness to those who seek it.
In their quest for truth and redemption, paladins of this oath often serve as both judges and guides, working tirelessly to uncover injustices and help those in need find their way back to the light. They are fierce defenders of the innocent and tireless champions of justice, never hesitating to stand against tyranny and oppression in all its forms.
Channel Divinity
Heaven's Partisan. As an action you present your holy symbol and censure your foes, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a dexterity saving throw. Good-aligned creatures have advantage on the saving throw.
The target takes fire damage equal to 2d10+ the paladin's level on a failed save or half as much as a successful one. On a failed save the target also burns for up to 1 minute. The burning target sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
While burning, all fire and radiant damage dealt to the target ignores resistance to the types, not including the initial fire damage dealt by this Channel Divinity. At the end of the each of it's turns, the target repeats the saving throw.
It takes fire damage equal to your Charisma modifies on a failed save, and the effect ends on a successful one.
These magical flames can't be extinguished by nonmagical means. If damage from this effect kills a target, it has been deemed impure, making the victim a heretic and is turned into ash upon death.
All-seeing eye. You can use your channel divinity to enhance your intuition and discerning eye. As an action, you grant yourself a +5 bonus to Intelligence (Investigation) and Wisdom (Insight) for the next 10 minutes
Aura of Judgement
This ominous aura plants fear in whoever dares to even think of committing a sinful act giving disadvantage on deception, sleight of hands, deception, persuasion and intimidation to the person being ingulfed by this aura.
The range of Lay on Hands feature extends to the aura's reach.
Scorching payback
Beginning at level 15, whenever a creature hits you or one of your allies within the aura of judgment you can use your reaction to conjure up a brief conflagration dealing fire damage of 1d8.
Trial by fire
Jophiel's Blade of flame. You gain a blazing greatsword, even with it's somewhat big size it's still light being made of flame. deals 1d10 extra flame damage per attack.
-You are immune to fire and radiant attacks
-Due to the sheer intensity of your flames you ignore all flame and radiant resistances
-While this is active you get advantage on intimidation and the enemies get disadvantage on deception, intimidation and wisdom saving throws
-If an enemy fails a deception, intimidation or wisdom saving throw they get hit with 2d20 (only once during the feature being active)