Oath of Judgement (5e Subclass)
From D&D Wiki
Oath of Judgement (5e Paladin Oath)
The Oath of Judgement has slowly branched off other Oath paths, building upon the ideals that upholding righteousness or seeking vengeance is simply not enough. With so many questionable practices it is hard to decide what is good or evil, so these Paladins have taken it upon themselves to hand out their own brand of judgement. Many of these paladins had once served to uphold the ideals of other oaths, only to find that their own moral compass pointed towards their previous oaths being too strict or too lenient. It should be noted that a judgement paladin could either judge things from a lawful viewpoint or all the way to a chaotic viewpoint.
Tenets of Judgement
The tenets of the Oath of Judgement can be viewed quite differently by paladin, but the universal theme is that judgement needs to be passed by the best judgement of a paladin’s morals. This however revolves around just how moral the paladin passing judgement might be. Though sometimes misguided, these paladin typically view their actions as good; even if they may have evil implications. Due to this, they can range from lawful good all the way through lawful evil. Their tenets are typically easy to follow.
Justice for All. There is no one that may put themselves above justice, even the paladin. Justice does not discriminate nor distinguish between rich and poor, healthy or sick, it only takes into consideration ones actions.
Civility and Empathy. It is important to not judge too quickly, giving others a chance to open discord. Perhaps a different view can enlighten ones own views and that should be taken into consideration before judgement is passed.
Without Mercy. Judgement must always be upheld and must never falter. Regardless of who, judgement must be carried out with exact precision once passed.
Reflection. A paladin must reflect upon their judgements and views, meditating at least twice a week to be sure they are always objective.
Oath of Judgement Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Judgement (10 ft.)
15th Empowered Judgement
18th Aura of Judgement (30 ft.)
20th The Seraph
Oath of Judgement Spells
Paladin Level Spells
3rd hunter's mark, inflict wounds
5th hold person, misty step
9th dispel magic, protection from energy
13th dimension door, stoneskin
17th hold monster, wall of stone
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Judgement Served. As a reaction to a creature that is within 10 feet of you dropping to 0 hit points or falling unconscious, you may heal yourself. You can use your Channel Divinity to bolster judgement and return hit points equal to three times you current level.
Pass Judgement. As a bonus action you may pass judgement upon an enemy you can see within 10 feet of you, using your Channel Divinity. For 1 minute or until the creature drops to 0 hit points or falls unconscious, you may roll 1d4 to add to your attack and damage rolls.
Aura of Judgement
Starting at the 7th level, you exude an aura of judgement upon all those who stand against you. You and friendly creatures within 10 feet of you have your blessing of judgement upon them. When they are attack, you may roll 1d4 and reduce any damage they receive by the amount rolled.
At 18th level, the range of this aura increases to 30 feet.
Empowered Judgement
Starting at the 15th level, you have built up faith in your views and confidence in your ability to pass judgement. Once per round when an enemy makes an attack against you or an ally within ten feet of you, you may use your reaction to Empower Judgement upon their attack. Their attack will become unworthy and which creature is hit will receive half damage. You have a number of uses equal to your Charisma modifier (minimum of 1). Regain expended uses on a long rest.
Seraph of Judgement
At 20th level, you may take the form of the seraph of judgement. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
• Radiant wings sprout from your back and grant you a flying speed of 60 feet.
• You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects) as you judge them unworthy.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses