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## Oath of Judgement *The Oath of Judgement is a vow to maintain balance and order. To strike down the wicked, uplift the righteous, all in an effort to uphold peace and harmony. Paladins of the Oath of Judgement are harbingers of destruction to some, and heralds of salvation to others.* ### Tenets of Judgement The tenets of the Oath of Judgement can vary based on what or whom this oath is sworn to; whether the Paladin seeks to uphold the law of their nation, the virtues of their deity, or their own personal convictions. The core tenets of this oath are similar despite these factors.
**Tear down the wicked.** Those who oppose your cause will feel your righteous wrath.
**Aid the innocent.** Through protection, healing, or more mundane means off the battlefield, never turn your back on those in need.
**Uplift the righteous.** Those who charge into the fray beside you and aid your cause are worthy of glory.
**Avenge the fallen.** Darkness flourishes in the absence of light. Let no foul deed go unpunished. ### Oath Spells **Oath of Judgement Spells** | Paladin Level | Spells | |:--:|:----------:| | 3rd | Expeditious Retreat, Zephyr Strike | | 5th | Earthbind, Zone of Truth | | 9th | Spirit Guardians, Thunder Step | | 13th | Freedom of Movement, Locate Creature | | 17th | Conjure Volley, Destructive Wave | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. - **Into the Fray.** As a bonus action, you can touch a creature within 5 feet of you, bolstering their resolve. The creature gains temporary hitpoints equal to 3d6 + half your Paladin level. While a creature has these temporary hitpoints, they do not provoke attacks of opportunity with their movement. - **Weight of Judgement.** When a creature within 30 feet of you makes an attack roll against one of your allies, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the creature has disadvantage on the triggering attack roll, and all other attacks against that target until the start of your next turn, and its movement speed is reduced to 0 for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. \columnbreak ### Aura of Vindication Beginning at 7th level, your dedication to your cause extends to your allies. You and allies within 10 feet of you can add your Charisma modifier to the first attack roll you make each turn.
At 18th level, the range of this aura increases to 30 feet. ### Guardian of Life Starting at 15th level, your wrath grows when those loyal to you are in danger. When a hostile creature within 30 feet of you reduces a creature to 0 hitpoints, you can use your reaction to mark them as your quarry. Until the end of your next turn, you have advantage on all attack rolls against the marked creature, and add your Paladin level to damage rolls made against them.
You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses upon completing a long rest. ### Final Judgement At 20th level, you have become a true champion of balance and order, and can manifest the following benefits for 1 minute: - Golden wings form on your back, and you gain a flying speed of 60 feet. - Friendly creatures within 30 feet of you gain 10 temporary hitpoints at the start of each of their turns. - Hostile creatures within 10 feet of you have disadvantage on saving throws against your Paladin spells and Channel Divinity effects.
Once you use this feature, you can't use it again until you complete a long rest.