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Oath of Judgement

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level  Spells
3rd  command, compelled duel
5th  hold person, zone of truth
9th  clairvoyance, sending
13th  arcane eye, locate creature
17th  hold monster, scrying

Channel Divinity

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

Be Just. As an action, choose a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become prone and have a speed of 0 until the end of its next turn. A creature that has directly killed a humanoid within the last year has disadvantage on the saving throw.

Be Dead. As an action, make a melee weapon attack. If the target is incapacitated, prone, or restrained, the attack deals maximum damage on a hit.

Aura of Judgement 

Starting at 7th level, the guilty cannot raise their head in your presence. While you're not incapacitated, an aura extends 10 feet from you in every direction, but not through total cover.   If a hostile creature is prone and in the aura, it costs the creature an amount of movement equal to its speed to stand. At 18th level, the range of this aura increases to 30 feet.

Hope for Tomorrow

Starting at 15th level, the guilty can look toward tomorrow after they're punished, they've been forgiven for their crime. When you reduce a creature to 0 hit points with an attack or spell, you can choose to knock the creature out instead.    Additionally, you deny hope to those who don't deserve it, they can be forgiven solely by death. When you hit a creature with a melee weapon attack, you can attempt to execute it. If the attack reduces the creature's hit points to equal to or less than your paladin level, the creature dies and you can cut off or destroy one of the creature's heads if possible.

Holy Order

Starting at 20th level, you can become an avatar of absolute judgement. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.
  • You can use Be Just as a bonus action, and using Be Just or Be Dead doesn't expend a use of Channel Divinity.
  • Your movement speed is doubled, and your movement doesn't provoke opportunity attacks.
  • If you attempt to execute a creature, it dies if the attack reduces its hit points to equal to or less than twice your paladin level.
Once you use this feature, you can't use it again until you finish a long rest.

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