Tales of the Valiant Players Guide (pg. 71)
Swearing an oath of Justice binds a paladin to the purpose of bringing great evil to justice. These paladins have been stripped of concerns for honor, piety, or purity—given free rein to oppose evil as they find prudent. They have promised themselves only to enact divine justice on those who bring harm and terror. Oftentimes, these paladins can be identified by the trappings with which they adorn themselves—ceremonial weapons, etchings of scripture, or vestments depicting their fallen enemies.
TENETS OF JUSTICE
Simple, sharp, and undeniable, the tenets of justice are as efficient as the paladins who swear them. Enacting them supersedes the paladin’s desires, fears, promises, and righteousness, so long as justice is served.
Bury the Fallen. Put to rest anyone who falls while facing your sworn enemy.
Excise the Wicked. Those who sow evil and terror must be destroyed.
No Mercy. Forgiveness of evil is evil itself.
CHANNEL DIVINITY
3rd-Level Justice Feature
You gain the following two Channel Divinity options.
As a bonus action, you can call upon your divine power to curse a single foe you can see within 30 feet. For 1 minute, the target’s speed is halved. If it is flying at the end of its turn, it must succeed on a CHA save or fall to the ground. This effect ends early if you fall unconscious.
As a bonus action, you can use your Channel Divinity to designate a single target within 10 feet of you as your divine quarry. For 1 minute, you have advantage on attack rolls against the target, and your weapon attacks against it deal additional radiant damage equal to your CHA modifier. This effect ends early if you deal damage to a creature other than the target of this feature.
JUSTICE OATH SPELLS
3rd-Level Justice Feature
You gain oath spells at the paladin levels listed in the Justice Oath Spells table. See the Paladin Subclass class feature for how these spells work.
Paladin Level | Spell
3rd | pendulum
5th | misty step
9th | haste
13th | greater invisibility
17th | greater hold
AURA OF VIGILANCE
7th-Level Justice Feature
While you aren't incapacitated, you and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to your proficiency bonus. This aura is enhanced by the 18th‑level Aura Improvements class feature.
UNWORTHY ADVERSARY
11th-Level Justice Feature
When a creature you can see within 30 feet of you makes an attack against an ally, you can use your reaction to move up to half your speed toward the attacking creature. If the attacking creature is the target of the Judgement effect of your Channel Divinity feature, you can make a weapon attack against that creature as part of the same reaction.
DIVINE EXECUTIONER
15th-Level Justice Feature
Using your action, you can channel the full might of order, balance, and righteous violence into yourself and become an instrument of decisive justice. You gain the following benefits for 1 hour:
• Each time you deal damage, you can reroll the damage, but you must use the new result.
• When you take the attack action on your turn, you can make one additional attack as part of that action.
• When an enemy you can see within 10 feet of you deals damage to you or an ally within 10 feet of you, you can use your reaction to force that creature to also take half the damage it dealt, of the same damage type.
Once used, you can't use this feature again until you finish a long rest.
Paladin Level | Features |
|---|---|
3rd | Channel Divinity: Burden of Guilt, Channel Divinity: Judgement, Justice Oath Spells |
7th | Aura of Vigilance |
11th | Unworthy Adversary |
15th | Divine Executioner |