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. Little is know about these individuals as the have no standing order. 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 HonorBound[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. The race, appearances, or affiliations matter little for 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 heroism, hunter's mark
5th shield, zone of truth
9th aura of vitality, revivify
13th locate creature, staggering smite
17th commune, 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 also can add their proficiency bonus to the saving throw if it is not already calculated.

Righteous Spear[edit]

Starting at 3rd level, as a bonus action you can create a holy spear that is made of light; however, the spear deals only the amount and type of damage from the Divine Smite ability and the Divine Smite ability functions as normal. You do not have to sacrifice a spell slot if the spear does not hit. The spear has the thrown property with a normal range of 45 feet and a long range of 90 feet. The spear disappears after it is been thrown.

Aura of Justice[edit]

Starting at 7th level you will have an aura of holy words 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 per round.

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 points to get stable and come back to fight in their next turn. You may use this ability as many times as you have Charisma modifier and a creature affected by this ability cannot be affected by it again for 8 hours.

Savior of The Innocent[edit]

Starting at 20th level, you engulf yourself with light that burst once and encourage other friends of you who are in need of you, and strike all enemies who are unfaithful. For 1 minute, you are able to create the following effects:

  • You can spend a bonus action to heal yourself or any friendly creatures that their HP is equal to or lower than their class or challenge rate level by an amount equal to your Charisma modifier x your paladin level.
  • Your holy spear now deals an extra 1d8 radiant damage when attacking; also, when you throw your holy weapon it's recreated and stays in your hand until the Savior of The Innocent ability is done.
  • You can choose to succeeded any saving throw.

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

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