Oath of justice
The oath of Justice is a commitment to protect the innocent and dole out retribution against evildoers. A paladin dedicated to justice is unwavering in their duties and will put their lives on the line to protect as many people as possible.
Tenets of Justice
The tenets of the Oath of Justice vary by paladin, but all the tenets revolve around protecting people by any means necessary. Paladins who uphold these tenets are willing to sacrifice their own lives in the defense of others, so they almost universally fall under the banner of good alignment.
Protect the Innocent. Those who have the strength to protect are duty bound to help those who do not.
Punish Evildoers. Those who would abuse their power to hurt others must be stopped.
Be a Symbol of Peace. The goal of any fight is to stop it, not to perpetuate violence
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Heroism |
| 5th | Blur, Enlarge/Reduce |
| 9th | Spirit Guardians, Haste |
| 13th | Death Ward, Elemental Bane |
| 17th | Far Step, Holy Weapon |
Mighty Hero
When you take this oath at 3rd level, you gain proficiency with cestus weapons. They are a set of fighting gauntlets that are considered martial, heavy, two handed, and deal 1d8 bludgeoning damage on a hit. When you make an Attack with a set of cestus you may make an offhand attack with your bonus action.
At this level, you may choose to exchange your previously chosen fighting style for the Two Weapon Fighting Style, which applies to a set of cestus.
Channel Divinity
When you take this oath at 3rd level you gain the following two channel divinity options:
Righteous Smash. When you make a successful melee attack against an opponent, you may use this channel divinity as a bonus action to add a number of d8s of thunder damage equal to your Paladin level. When dealing this damage, you must make a constitution saving throw equal to 10 + ½ the thunder damage dealt. On a failed roll, you take ½ of the amount of thunder damage as recoil; on a success, you take no damage.
Fists of Justice. While fighting with a pair of cestus equipped, your mighty and precise blows send shockwaves through the air. You may use your bonus action to invoke this channel divinity, and for the next minute, your melee attacks have a range of 30 feet, and all bludgeoning damage dealt by your cestus deals thunder damage instead.
Hero's Entrance
At 7th level you have learned that heroes must sometimes sacrifice themselves for their friends and allies. When an ally within 10 ft of you is targeted by an attack, you can use your reaction to move in front of them, making the attack target you instead. This movement does not trigger opportunity attacks.
After using this reaction, any opportunity attacks made against this ally have disadvantage until the beginning of your next turn.
Additionally, if the recoil damage caused by your Righteous Smash ability would reduce you to zero hit points, it instead reduces you to 1 hit point.
Unbreakable Justice
Starting at 15th level, your mastery over your might has reached greater heights. When you use your Righteous Smash ability, you no longer suffer recoil damage.
Additionally, the range of your Hero’s Entrance ability increases to 20ft.
Symbol of Peace
At 20th level, you can channel all of your might to achieve new levels of heroism. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:
- Your walking speed is doubled.
- All melee attacks made with your cestus have a range of 30 feet and deal an extra 3d8 thunder damage.
- When you make an offhand attack with your bonus action, you may make two attacks instead of one.
- You gain advantage on attacks made against fiends, undead, or evil-aligned characters.
Art Credit
Viz Media