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Oath of the Judge in Dungeons & Dragons 5e

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.  

Level 3: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Judge Spells table, you thereafter always have the listed spells prepared.  
Paladin LevelSpells
3rdBane, Command
5thDetect Thoughts, Zone of Truth
9thMagic Circle, Slow
13thBanishment, Compulsion
17thGeas, Planar Binding
 

Level 3: Channel Divinity: Tribunal Ground

As a Magic Action, you present your Holy Symbol and establish a divine courtroom. For 1 minute, a 10-foot Emanation surrounds you. Hostile creatures treat the area as Difficult Terrain. In addition, when a hostile creature enters the Emanation for the first time on a turn or starts its turn there, it takes Radiant damage equal to your Charisma modifier plus half your Paladin level. The effect ends early if you have the Incapacitated condition.  

Level 7: Aura of Truth

You constantly emanate a feeling of clear-headedness and awareness. You and friendly creatures within your Aura of Protection cannot be Surprised. Furthermore, you can see all creatures in the aura, even if they have the Invisible condition.  

Level 15: Heavy Judgment

Once you reach 15th level, when a creature deals damage to you, you can use your Reaction to make one attack against that creature with Advantage. If the attack hits, any damage dealt by the attack ignores any damage resistance the target has.   You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a Long Rest.  

Level 20: Final Judgment

As a Bonus Action, you can deliver the judgment of your patron in its entirety. For 1 minute, a spectral symbol of your patron shines above you for all to see. While this symbol is present, you gain the following benefits:
  • You have Resistance to all damage.
  • Damage you deal ignores Resistances and Immunities.
  • When you use Divine Smite against a creature, you can choose up to three other creatures within 15 feet of the target. Those creatures must succeed on a Charisma saving throw against your spell save DC or take Radiant damage equal to the Radiant damage dealt by your Divine Smite. On a successful save, they take half as much damage.
  Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
 


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