Paladin
Base Class: Paladin

The Oath of Judgment requires an unwavering loyalty and adherence to the tenants of Judgment, and as such, these Judges see the world through a filter of black and white, literally and metaphorically. If an action follows the tenants, it is just. If it does not, it is unjust. Because of this inflexibility with even the smallest infraction, their mere presence is often unnerving to everyone around them. A single Judge will defend an entire innocent village from bandits or fiends to their dying breath, but they would also slaughter the entire village and everyone in it if they were discovered to be running a smuggling ring. If you see a Judge, you know someone messed up, and someone is getting punished.

Tenets of Judgment
The exact words of the Tenants of Judgment are a closely guarded secret by the Judges, but they are widley accepted to follow these basic guidelines.

Honesty. Don't lie or cheat. Let your word be your promise.
Law. The letter of the law is absolute. It is the mortar that holds the stones of civilization together, and it must be respected by all.

By Any Means Necessary.
Justice must always be dealt, as swiftly as possible. My personal qualms cannot get in the way of meting out that justice.
No Second Chances. While we can be merciless in our pursuit of justice, we are not without mercy. Some may not know the letter of the law and need to be given the chance for that instruction. However, once instructed, no further infractions will be tolerated. Ignorance of the law can only be claimed once.

Restriction: Judges are arbiters of law and therefore are restricted to only Lawful alignments.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Book of Law. As an action, you manifest your book of laws in a free hand, using your Channel Divinity that persists for 1 minute. The book is a thick tome, bound and clasped in iron, and is attached to your belt with a chain of divine energy. While in your hands, this book can be used as a weapon of justice and you have proficiency with it. Your book of laws is considered a simple melee weapon that deals 1d10 damage and has the following properties: thrown (20/60 ft.), light. If you throw the weapon, the chain returns it to your hand immediately after each attack. The damage dealt by your book of law is radiant if you are Lawful Good, necrotic if you are Lawful Evil, or your choice when you use this feature if you are Lawful Neutral. You add your Charisma modifier to attack and damage rolls made with this weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.

You can end this effect on your turn as part of any other action. This effect also ends if you fall unconscious or become incapacitated.

Law Abiding Citizens. The law is designed to protect all who follow it. As a Judge, this protection applies to your allies. As a reaction when you or an ally is attacked or forced to make a saving throw, but before damage is dealt, you can grant additional defenses to any creature of your choice within 30 feet. Until the start of your next turn, each of those creatures can add your Charisma modifier as a bonus to their AC and all saving throws, possibly causing the triggering attack or save to miss.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Judgment Spells
Paladin Level Spells

3rd

protection from evil and good, command

5th

hold person, zone of truth

9th

haste, dispel magic

13th

freedom of movement, dominate person

17th

commune, otiluke's resilient sphere

Eyes of the Law

Nothing escapes the eyes of the law, so nothing escapes yours. When you take this Oath at 3rd level, you can see an aura around every visible creature in your sight that corresponds to their alignment. This aura appears with a white glow around Lawful creatures, and a Black aura around non-Lawful creatures. You have advantage on Insight checks against creatures with a non-Lawful alignment.

Judge

Those being judged, must be present for Judgment. By 7th level, you gain the divine ability to mark an enemy for judgment. As a bonus action, you can place a magical Mark of Judgment on a creature you can see within 30 feet that persists for 1 hour. For the duration, if the marked creature tries to move more than 60 feet away from you, or begins its turn more than 60 feet away from you, it must make a Wisdom save against your Spell DC. If it fails, the creature is afraid of the consequences of escaping judgment and it cannot willingly move beyond 60 feet from you this turn. If it is already beyond that distance when it fails, then it must use it's full movement to try to return within that range. The creature may try again on each subsequent turn for the duration. If the creature fails the saving throw three times, then the mark persists until you dismiss it, or it is removed, and they automatically fail future Wisdom saves against this effect. If the creature succeeds the saving throw three times, then the mark is removed and they are able to escape your judgement, and that creature becomes immune to this effect for 24 hours.

You can dismiss the Mark of Judgment as a bonus action. The Mark of Judgment can also be removed by a Dispel Magic as if it was a 3rd level spell. Only one creature may be marked for judgment at a time.

Jury

Beginning at 15th level, when you and your allies hit an enemy under the effects of your Mark of Judgement, they deal additional damage as the Jury. Once per turn, when you or an ally deals damage to an enemy marked for judgment, they deal an additional 1d4 radiant or necrotic damage based on your alignment. If you are Lawful Good, that damage is Radiant. If you are Lawful Evil, that damage is necrotic. If you are Lawful Neutral, you choose the damage type when you mark the enemy for judgment.

Executioner

At 20th level, your Mark of Judgment has the potential to reach a fatal verdict. If a creature under the effect of one Mark of Judgment has been dealt bonus damage from your Jury feature by you and each of your allies within 60 feet, you can use your action to declare a guilty verdict. The creature must immediately make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 radiant or necrotic damage based on your alignment: radiant damage for Lawful Good, necrotic damage for Lawful Evil, your choice for Lawful Neutral.

The Mark is consumed when you activate this feature to cast your verdict. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after a long rest.

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