Base Class: Paladin
To the paladins that uptake the Oath of Celestial Justice, Justice isn't just a set of rules, it is their way of life. The First Family descended from the celestial plane to the material plane after witnessing the horrors and unlawfulness of the citizens of the material plane. After, the First Family descended on a thieves city, capturing and judging all of the thieves and criminals, and establishing themselves as the self appointed rulers, the leader of the First Family named himself "The Justice".
Many heroes that take the Oath of Celestial Justice trace their linage back to the First Family. Others think of themselves as acolytes of "The Justice". Some adventurers think that they take the Oath of Celestial Justice into their own hands and punish criminals as they see fit.
Channel Divinity
When you take this Oath at 3rd level, you gain the following Channel Divinity options:
- Hands of Justice: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice or your hands (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Justice is Blind: Justice is blind but you aren't. As a bonus action, you can use your Channel Divinity to gain advantage on investigation and insight checks for 1 minute duration. During the duration, your eyes glow with holy energy.
Aura of The Justice
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Celestial Resistance
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Judgement
At 20th level, using your action, you feel a surge of celestial power coursing through your body.
For 1 hour, you gain the following benefits:
- You have a flying speed of 60 feet.
- You emanate an aura of justice fury in a 30-raduis. Whenever an enemy creature starts their turn there or enters the aura during a battle, the creature takes your Charisma modifier (minimum of +1) of radiant damage. If any friendly creature enters the aura or starts its turn there during a battle, they gain your Charisma modifier (minimum of +1) of temporary hit points with a maximum of 3 times your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
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