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Oath of the Judge

Paladin

Tenets of the Judge

Consist and permanent, the tenements of the Oath of the Judge are unchanging. They are the law of all lands, a mandate of heaven which paladins, specifically those who strictly follow it, may incur so as to find truth and justice easier.   Truth: When given the opportunity, I will always uphold the truth and unmask all deceptions.   Fairness: I am the arbiter of all laws, and when a case is brought into my presence I must answer it fairly and justly, giving both sides opportunity for repentance.   Justice: Though my god is my master, I serve not their will, but rather the will of the law and all it entails.   Devotion: My service to the law is of utmost importance, and while stealing and cheating may lead to personal gain, I will never consider doing so.  

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Bane, Command
5th Detect thoughts, Zone of truth
9th Magic circle, Slow
13th Banishment, Compulsion
17th Geas, Planar binding

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Tribunal Ground: You can use your Channel Divinity to turn the area surrounding you into your court. As an action, for 1 minute a 10-foot-sphere is centered around you, moving as you would. The area inside of this sphere is considered difficult terrain to hostile creatures. A hostile creature that would enter the sphere for the first time or start its turn there, takes radiant damage equal to your Charisma modifier + half your paladin level.   Hear No Lies: As an action, your Channel Divinity allows you to discern lies. For 1-minute, you instantly know whenever you hear a lie, and you have advantage on Wisdom (Insight) checks.  

Aura of Arcane Law

Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against evocation and enchantment spells. At 18th level, the range of this aura increases to 30-feet.  

Heavy Judgement

Once you reach 15th level, as a reaction when a creature deals damage to you, you can use your reaction to make one attack against that creature with advantage. Any damage dealt with this attack ignores any damage resistance the target has. You can use this feature a number of time equal to your Charisma modifier. You regain expended uses of it when you finish a long rest.  

Final Judgement

At 20th level, you can deliver the judgement of your patron in its entirety. Using your action, you can summon a spectral symbol of your patron, for 1 minute, which shines for all to see. While this symbol is present, you gain the following benefits:  
  • You are resistance to all damage.
  • Damage you deal ignores resistances and immunities.
  • When you use your Divine Smite feature against a creature, you can choose up to three other creatures within 15 feet of the creature. These creatures must succeed on a Charisma saving throw against your spell save DC, or take radiant damage equal to your Divine Smite. On a successful save they take half damage, and a on a failure they take the full amount.
Once you use this feature, you can’t do so again until you finish a long rest.


Created by

Shadowfell.

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