Oath of the Justiciar (5e Subclass)

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Oath of The Justiciar[edit]

The Justiciar is one of the strongest oaths of the clergy as it binds your living being into your honor. You never waiver in what you believe is right. No back seat for this rider, although you may not lead the party you are undoubtedly their moral compass. Oft times called lawmakers, enforcers, or judges. They never make others follow their own ideals, But will without hesitation destroy an entire government if they have decided their honor demands it. They are most often the high inquisitors or wandering knights. Rarely do they ever take service to kings or queens as doing so would give the monarch control over their honor, though most do bond with companions and will even swear themselves to their service.

Tenets of the Honor Bound[edit]

Code of Justice. When living your life, you must honor the code of justice and pursue it; Even at the penalty of death.

Blind Righteousness. You stay your blade against the innocent, and strike down the guilty. Race, appearances, or affiliations matter little to you.

Pure Defender. Protecting the innocent is your duty, yet stay your shield from aiding an unjust cause.

Living Honesty. Lying creates more injustice in the world, you can't join the ranks of those who lie, nor can you forgive them easily.

Oath of the Justiciar Spells[edit]

Paladin Level Spells
3rd find familiar, shield
5th misty step, zone of truth
9th thunder step, lightning bolt
13th stoneskin, dimension door
17th hold monster, dispel evil and good

Channel Divinity[edit]

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Call of Justice[edit]

Starting at 3rd level, as a reaction you can use your channel divinity to give you, or one of your allies within 30 feet of you, advantage on any saving throw, they can also add their proficiency bonus to the saving throw.

Righteous Spear[edit]

Starting at 3rd level, as a bonus action you can create a holy spear that is made of light. It counts as a simple weapon with which you are proficient in. The spear deals 2d8 radiant damage plus another 1d8 radiant damage a number of times equal to the maximum spell level available to you on a hit. The spear has the range and thrown property (range 100/300). The spear disappears after it hits a target once or until a number of turns equal to your Charisma modifier after it was created. If you drop the weapon or throw it, it dissipates at the end of the turn.

Aura of Justice[edit]

Starting at 7th level you will have an aura of holy energy with a 10 feet range that grant you and any friendly creatures within range the ability to add your Charisma modifier to one attack roll once per turn.

At 18th level, the range of this effect increases to 30 feet.

Spirit Riser[edit]

Starting at 15th level, you can spend a bonus action to allow any allies within sight, that reach 0 hit points, to become stable and regain hit points equal to 1d10+ your paladin level at the start of their next turn. You may use this ability a number of times equal to your proficiency bonus and a creature affected by this ability cannot be affected by it again until the it takes a long rest.

World Savior[edit]

Starting at 20th level, you engulf yourself with light that bursts forth and encourages your friends who are in need of you to strike all enemies who are unfaithful. For 1 minute, you become an avatar of justice. While in this state you have the following effects:

  • You can spend a bonus action to heal yourself and any friendly creatures' HP equal to your paladin level.
  • Your holy spear now when you throw it and hit a target, it reforms and comes back in your hand until the World Savior ability is done. Using the spear as a melee weapon does not cause it to disappear until the ability is done.
  • When you take the attack action on your turn, you can make one additional attack as part of the same action.

Once you use this feature, you can’t use it again until you finish a long rest.

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