My Documents
Become a Patron!
## Oath of the List Paladins called to follow the List swear an oath to uphold the judgment of good and evil. Their ability to pass judgment is as critical as their ability to deliver justice. A single mistake, no matter how minor, can mean the difference between life and death, or between a toy and a smoldering lump of coal. As a result, paladins of the List rarely pick sides and instead seek retribution for deeds done.
#### Tenets of the List A paladin who takes this oath has the tenets of their list neatly written on each list. ***Make A List.*** A detailed list is the best way to keep track of the good and evil. ***Check It Twice.*** Always double-check your work. A detailed list only works if it is made correctly. ***Find Out Who’s Naughty or Nice.*** Do whatever it takes to find out who is on the side of good and evil. ***Go To Town.*** Justice means getting what you deserve. Those in positions of power have a responsibility to reward the good and punish the wicked.
#### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the List Spells | Paladin Level | Spells | |:---:|:-------------| | 3rd | *hellish rebuke, protection from evil and good* | | 5th | *detect thoughts, zone of truth* | | 9th | *bestow curse, remove curse*| | 13th | *arcane eye, banishment* | | 17th | *commune, dispel evil and good* |
#### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Naughty or Nice.*** As a bonus action, you can use your Channel Divinity to augment your judgment ability. For the next 10 minutes, you have a +5 bonus to Wisdom (Insight) checks you make. If you succeed on this check, you also learn the alignment of the creature. ***Tell Them Why.*** You can use your Channel Divinity to cut down hostility. When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to subtract 1d8 from the roll, potentially causing it to miss. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll succeeds or fails. #### Better Watch Out Beginning at 7th level, you emit an aura of revealing while you aren't incapacitated. When an invisible or hidden creature makes an attack roll against you or any ally within 10 feet of you, it does not have advantage on the roll for being invisible or hidden. At 18th level, the range of this aura increases to 30 feet. \columnbreak
Art Credit: [Brolo](https://www.deviantart.com/brolo/art/Ice-Itlan-Warrior-350087871) ##### PATREON | [ARIPOCKILY](http://www.patreon.com/aripockily)
#### Better Not Cry Starting at 15th level, if a creature attempts to frighten (regardless of your Aura of Courage), you can use your reaction to frighten the creature instead. If the creature can see you, it becomes frightened of you for 1 minute; if the creature is an aberration, fiend, or undead, it also takes 2d8 psychic damage. At the start of each of its turns, a frightened creature can make a Wisdom saving throw against your spell save DC, ending the effect on a success. Once you frighten a creature this way, you cannot use this feature on it for the next 24 hours. #### Blind Justice At 20th level, you become the ultimate divine judge of good and evil. You can use a bonus action to gain the following benefits for 1 minute: * You gain blindsight in a 120-foot radius, and you can sense the presence of all creatures within this range. * You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. * Once per turn, when you deal damage to a creature with an attack, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is blinded until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.