Paladin - Oath of Judgment
Madtown was a settlement rife with hardened criminals before the Judicial Envoy arrived. This small cult of paladins witnessed the atrocities being committed in the city and even lost their leader to a common thief. Thus began Madtown's restructuring into the police state it is now, with more and more paladins of Judgment taking oaths each day.
Tenets of Judgment
Paladins of Judgment must be clever in their investigations, fair in their sentencing, and swift in their deliverance.
Consequence. No action is without consequence. It is your duty to ensure that criminals are subdued and given a fitting punishment for their crime.
Innocent Until Proven Guilty. You will never pass divine judgment without definitive, logical certainty. All supposed wrongdoers are owed a chance to right misunderstandings.
Patrol. Be ever present among the populace, so that you strike fear in the heart of potential villains.
Truth By Any Means. No force is more powerful than the truth. You must doggedly hunt it in order to protect it. If men or monsters obstruct you in this pursuit, strike them down.
Oath Spells
3rd-level Oath of Judgment feature
You gain oath spells at the paladin levels listed in the Oath of the Judgment table.
Oath of Judgment Spells
| Paladin Level | Spell |
|---|---|
| 3rd | command, hellish rebuke |
| 5th | detect thoughts, zone of truth |
| 9th | clairvoyance, fear |
| 13th | locate creature, phantasmal killer |
| 17th | legend lore, scrying |
Channel Divinity
3rd-level Oath of Judgment feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Guilty Conscience. You can use your Channel Divinity to peer within a creature's mind and turn their secrets against them. As an action, you choose a creature that you can see within 30 feet of you and learn its alignment, if it has one. For the next minute, the creature has disadvantage on any saving throw you force it to make against being frightened, and you can use your bonus action to deal psychic damage to the creature equal to your Charisma modifier.
Necromantic Interrogation. You can use your Channel Divinity to cast speak with dead without expending a spell slot. When you cast speak with dead this way, the target corpse is compelled to answer your questions as truthfully as it can, even if you are hostile to it. However, you can only ask it up to two questions, instead of up to five.
Aura of Resolve
7th-level Oath of Judgment feature
While you aren't incapacitated, you and friendly creatures within 10 feet of you gain advantage on Strength, Constitution, and Charisma saving throws.
At 18th level, the range of this aura increases to 30 feet.
Fear of Retribution
15th-level Oath of Judgment feature
Your presence is able to show others that there is no escape from one's sins. Affecting a creature with Guilty Conscience now forces it to make a Wisdom saving throw against your spell save DC at disadvantage, becoming frightened of you for 1 minute on a failed save. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, it is no longer frightened.
Additionally, the psychic damage dealt by Guilty Conscience becomes equal to double your Charisma modifier if the target is frightened of you.
Judge, Jury, and Executioner
20th-level Oath of Judgment feature
You erase all doubt and bias from your mind, becoming a perfect depiction of truth and reconciliation. As a bonus action, you gain the following benefits for 1 minute:
- Your melee weapon attacks deal an extra 1d8 psychic damage to any creature that is not unaligned.
- A zone of truth, constantly centered on you, remains for the effect's duration. It has a 30-foot radius, and creatures with a Charisma score of 15 or lower automatically fail on the spell's Charisma saving throw. If a shapechanger fails this saving throw, it instantly returns to its original form.
- At the beginning of a hostile creature's turn, you can use your reaction to force it to seek absolution. If you are within line of sight of the creature, it must succeed on a Wisdom saving throw against your spell save DC or use all its movement to approach you. If the creature ends this movement within 5 feet of you, you can make one melee weapon attack against it as part of the same reaction.
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.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Page 59 Art: Edit of Stylized Stone Wall by Samuel Sheath.
Made w/ GM Binder.
