Base Class: Paladin
All actions have consequences, positive or negative, but the world is a complicated and messy place. All too often, a good act goes unrewarded, or a cruel one goes unpunished. Paladins of the Oath of Justice take on the task of amending these unfortunate occurances. This includes the daunting task of making sense of unclear situations, discerning malice from mistakes, and determining which acts are selfless or selfish. Once the truth has been revealed, these paladins are swift and decisive with their judgment.
Many paladins of this oath follow Bahamut, the platinum dragon god of justice, and may work as part of a nation's judicial system. Others serve on the side of evil, enforcing the malign dictates of devils or cruel gods.
Level 3: Oath of Justice Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Justice Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Sanctuary |
| 5 | Hold Person, Dragon's Breath |
| 9 | Spirit Guardians, Mass Healing Word |
| 13 | [Tooltip Not Found], Otiluke's Resilient Sphere |
| 17 | Flame Strike, Arcane Hand |
Level 3: Preserve Those in Privilege, Deliver Those in Peril
You act on your vow protect in the name of your own Justice. As a bonus action, you can expend one use of your Channel Divinity you present your holy symbol and choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus, creating protective wards over each of those creatures for 1 minute. The wards have a number of hit points equal to your paladin level + your Charisma modifier. Whenever a warded creature takes damage, their ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature takes any remaining damage and the ward disappears.
Level 3: Mark of Judgment
By expending one of your Channel Divinity slots, you magically mark one creature you can see within range as for judgment. Until the spell ends, you deal an extra 1d6 Radiant damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it for 1 minute or until you use this feature again.
If the creature drops to 0 Hit Points before the mark ends, you can target a different creature within 30 feet of yourself for judgment.(no action required).
Level 7: Aura of Righteousness
You emit an aura of divine adjudication while you are not incapacitated. Once per turn when another creature within 10 feet of you takes damage, you can reduce or increase the damage by an amount equal to your proficiency bonus.
Level 15: Absolute Inspection
While your Divine Sense feature is active, you gain true sight out to a range of 60 feet and you know if a statement you hear spoken by a creature within that radius is a deliberate lie.
Level 20: Unstoppable Justice
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
- While you are not unconscious, you are immune any effect that would reduce your speed or cause you to be blinded, charmed, deafened, frightened, or incapacitated.
- You gain a bonus to AC equal to your Charisma modifier.
- You ignore disadvantage on attack rolls and ability checks.
Previous Versions
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