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# The Judge ##### Judge Spells | Paladin Level | Spells | |:-----:|:--------| | 3rd | Command, Dissonant Whispers | | 7th | Hold Person, Spiritual Weapon | | 9th | Counterspell, Glyph of Warding | | 13th | Banishment, Private Sanctum | | 17th | Dominate Person, Geas | ### Eternal Dedication This subclass cannot be chosen if the character already has levels in another class, and multiclass is not allowed once this subclass is chosen. ### Judge's Vigil Starting at 3rd level, you replace your Fighting Style with one unique to the Judge. **Vigilant Fighting.** On your turn, you can use a bonus action and your reaction to enter a defensive stance. While in this defensive stance, you perform opportunity attacks without using your reaction. ### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity option. You only gain one option, unlike most other Paladin archetypes. **Lawcard.** As a bonus action, you target a creature within 60 feet of you that can see or hear you. An ethereal card hovers above the target creature for 1 minute. Choose any damage type to brand as the "forbidden" damage type. If the branded creature deals any amount of damage of the "forbidden" damage type against any creature or object, it activates the law card above it. It then takes psychic damage equal to 2d8 + your Paladin level, and the creature's speed is reduced to 0 until the start of its next turn. The law card vanishes afterwards. ### Advanced Law Starting at 7th level, you gain an additional use of your Channel Divinity. (A creature can only be branded by one **Lawcard** at once.) When a creature branded by your **Lawcard** activates its card, it must make a Constitution saving throw. On a failed save, it also suffers disadvantage on attack rolls until the end of your next turn. Starting at 18th level, when a creature fails this Constitution saving throw, you allies have advantage on attack rolls made against it until the end of your next turn. \columnbreak ### Null Watch Starting at 15th level, your vigilance extends. When you enter **Vigilant Fighting**'s defensive stance, you may choose one of the following options to empower your vigilance until the start of your next turn. **Null Magicks.** Creatures within your reach provoke an opportunity attack from you when they cast a spell. **Null Attacks.** Creatures within your reach provoke an opportunity attack from you when they hit another creature with a melee weapon attack. **Null Movement.** Creatures provoke an opportunity attack when they enter your reach. You can use this feature three times, and you regain all expended uses at the end of a long rest. ### Judge Sword Starting at 20th level, you can become the embodiment of law and summon a blade of utmost power. As a bonus action, you gain the following benefits for 1 minute: - You gain a +2 bonus to melee attack and damage rolls. - If you're in **Vigilant Fighting**'s defensive stance, the first attack you perform against each creature this round has advantage. - You can expend your movement to teleport in any direction instead. You can only teleport once per turn, but you keep any unexpended movement for normal movement. - You gain a flying speed equal to your movement during your turn. If you're still airborne once your turn ends, you teleport to the space directly beneath you. 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. (This feature does not mechanically replace your melee weapon. You are still free to use your weapon of choice.)