Base Class: Paladin
In the land of Earth, where shadows of oppression and cruelty linger, there emerges a beacon of unwavering resolve—the Paladin who takes the Oath of Justice. This sacred vow is not taken lightly, for it is forged in the crucible of sorrow and suffering. Those who swear this oath are often driven by profound loss, witnessing firsthand the atrocities inflicted upon the innocent. Their hearts, though scarred, burn with a righteous fury that cannot be extinguished.
The Oath of Justice is a solemn pledge to fight against tyranny, defend the defenseless, and ensure that those who commit evil are held accountable for their actions. It is a path fraught with peril and heartache, but also one of immense honor and purpose. Paladins who take this oath are bound by an unyielding sense of duty and a desire to bring hope to a world shrouded in darkness.
Tenets of Justice:
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Honor: Always uphold the highest moral standards, acting with integrity and fairness in all dealings.
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Protection: Safeguard the innocent and defend the defenseless, standing as a shield against oppression and injustice.
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Ruthlessness: Show no mercy to those who perpetrate evil. Swift, decisive action against wrongdoers can prevent further suffering.
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Compassion: Show mercy and kindness to those who seek redemption, offering guidance and support to those in need.
Oath of Justice Spells
| Paladin Level | Spells |
|---|---|
| 3 | Heroism, Becon of Hope, Shield of Faith, and Command |
| 7 | Hold Person, Banishment, Zone of Truth, and Calm Emotions |
| 15 | Beacon of Hope, Greater Restoration, Spirit Guardians, and Death Ward |
| 20 | Dispel Good and Evil, Flame Strike, Divine Word, and Soul Detonation |
Level 3: Channel Divinity (Sheild and Strike)
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
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Unyielding Shield: As an action, you can use your Channel Divinity to create a radiant barrier around yourself and your allies. For 1 minute, you and all allies within 30 feet of you gain a bonus to AC equal to your Charisma modifier (minimum of +1).
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Judgment Strike: As an action, you can use your Channel Divinity to imbue your weapon with the power of justice. For 1 minute, your weapon attacks deals an extra 3d4 + equal to your Charisma modifier (minimum of +1) of radiant damage. Additionally, when you hit a creature with a weapon attack, it must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn.
You also have Heroism, Becon of Hope, Shield of Faith, and Command always prepared.
Level 7: Aura of Retribution:
Starting at 7th level, you emanate an aura of retribution that punishes those who harm you or your allies. When you or a friendly creature within 30 feet of you takes 3d6 + equal to your Charisma modifier (minimum of +1) of radiant damage. At 18th level, the range of this aura increases to 60 feet.
You also have Hold Person, Banishment, Zone of Truth, and Calm Emotions always Prepared.
Level 15: Vengeful Spirit
At 15th level, you gain the ability to call upon the spirits of those who have fallen in the name of justice. When you reduce a hostile creature to 0 hit points, you can use your reaction to summon a vengeful spirit that fights alongside you for 1 minute. The spirit is considered a celestial ally and has the same statistics as a Planetar. The spirit acts on your initiative and obeys your commands. You can use this feature equal to your proficiency bonus, which resets after a long rest.
You also have Beacon of Hope, Greater Restoration, Spirit Guardians, and Death Ward always prepared.
Level 20: Avatar of Justice
At 20th level, you become the embodiment of justice itself. As an action, you can transform into an Avatar of Justice for 1 minute. While in this form, you gain the following benefits:
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You have resistance to all damage.
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You emit a 30-foot aura that grants allies advantage on attack rolls and saving throws.
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You can make an additional melee weapon attack as a bonus action on each of your turns.
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Enemies within your aura have disadvantage on attack rolls and saving throws.
Once you use this feature, you can’t use it again until you finish a short rest.
You also have Dispel Good and Evil, Flame Strike, Divine Word, and Soul Detonation always prepared.
Previous Versions
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4/20/2025 1:20:14 AM
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10
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2
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1.0
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Coming Soon
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4/20/2025 1:30:45 AM
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10
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0
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1.5
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Coming Soon
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