Paladin: Oath of Justice
The Oath of Justice calls to those who want to prevent the injustice happening in the world. Those who swore this oath, are bound to serve humanity as their Judge and be a beacon of hope to those who unrightfully suffer.
Those Paladins are never unresponsive when they see innocent getting punished or rulers overusing their authority. They will always step up against the evil of this world.
Tenets of Justice
Tenets of Justice
Rightfulness. No person stands above the law nor does any law stand above the wellbeing of people.
Consequence. Each deed must be rewarded or punished adequately to its impact on everyone around.
Fairness. Everyone should get a chance to explain their deeds and prove their innocence before the judgement.
Oath of Justice Spells
Paladin Level | Spells |
---|---|
3rd | Compelled Duel, Detect Evil and Good |
5th | Zone of Truth, See Invisibility |
9th | Dispel Magic, Elemental Weapon |
13th | Elemental Bane, Locate Creature |
17th | Dispel Evil and Good, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Judge of Fire. You can use your Channel Divinity as an Action to target a creature that you can see and that is within 90 ft range of you. The DM then must make a decision either based on information you know or on the target's actions and reasons you aren’t aware of which you should discuss beforehand. If the DM decides that the actions of the target are unjust, you can deal additional 1d8 fire damage on each melee attack to them or anyone under their command for up to one minute. Otherwise your Channel Divinity charge is not used up but you take 1d8 fire damage instead.
Humanity’s Justice. As an action you can target up to five creatures other than you, that are within 90 ft range and that you can see. They are being judged by you and if you see them unjust, they must make a Charisma Saving Throw or take a penalty of 1d4 to each attack and damage roll they make, meanwhile if you see the target as just, they take 1d4 bonus to each attack roll they make. This effect lasts for one minute or until you dismiss it as a Bonus Action.
Aura of Justice
Starting at 7th level, you constantly emanate an aura that feels warm to your friends and strikes fear into your foes. If an allied creature starts their turn within 10 ft of you, they gain 1d6 Temporary Hit Points and if they have Poisoned or Frightened status active, it ends. If an enemy starts their turn within that range, they must make a Wisdom Saving Throw or become Frightened of you and they can’t use their reaction till their next turn.
Merciless Judgement
From 15th level onward, whenever you use Judge of Fire or Humanity’s Justice, the number of dice for each bonus increases to two. Also, you can use your Bonus Action to make a single attack against an enemy targeted by any of those effects while they last.
Judge of Holy Flame
At 20th level, you gain the ability to become the one who not only sends judgement on people, but also creates their own justice. As an action, you can magically engulf yourself in divine flames, gaining the following benefits for 1 minute:
- You gain resistance to fire damage as well as piercing, slashing and bludgeoning damage from nonmagical sources.
- The target of Judge of Fire is always treated as unjust in your presence.
- All your attacks deal additional 2d8 fire damage against all creatures. When you deal a killing blow to an enemy, you can engulf their body and soul in flames making it impossible to resurrect them by any means but a wish spell or using them for necromancy.
Once you use this feature, you can’t use it again until you finish a long rest.