adjucator
Following the word of the law to the letter, Adjudicators often serve the highest institutions of society: the crown, a ruling council, or a magistrate’s bench. They set aside personal desires and private ambitions to fully heed the demands that law places upon them, believing that order must stand above individual whim.
To an Adjudicator, their oath is not a mere promise, but rather a formal and deliberate binding of their purpose. This makes it a contract with authority itself, and to break it is to forfeit not only their honor, but their very purpose as a paladin.
Such unwavering devotion can create friction beyond the halls of governance. Among adventurers; where rules are often bent and laws treated as suggestions rather than pillars; an Adjudicator’s strict adherence can turn minor infractions into serious consequences. More than one company has ended its day behind iron bars, not through malice, but because their paladin refused to compromise the law for convenience.
Tenets of the Adjucator
Uphold the Law. Law is the scaffold that allows societies to endure. Respect it, interpret it with care, and reinforce it where it falters. When rules fail to serve their purpose, seek to refine them.
Honor Your Word. Commitments carry weight. Speak promises deliberately and uphold them faithfully. Trust is a currency; once squandered, it weakens every bond built upon it.
Stand Your Ground When Needed. Act when action is required. Difficult choices and dangerous duties often fall to those willing to shoulder them. Courage is not recklessness, but the resolve to proceed despite uncertainty.
Accept Accountability. Own the outcomes of your decisions. Fulfill your obligations with diligence, and address failure directly rather than deflecting blame. Authority and responsibility are inseparable.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Compelled Duel |
| 5th | Warding Bond, Zone of Truth |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Banishment, Guardian of Faith |
Faithful Conflict
Using your Channel Divinity, as a bonus action, you issue a challenge that compels other creatures to do battle with you.
Turn the Tide
As a bonus action, you can bolster injured creatures with your Channel Divinity.
Each creature of your choice that can hear you within 30 feet of you regains hit points equal to + your Charisma modifier (minimum of 1).
Aura of Intervention
When a creature that is affected by your Aura of Protection takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Unyielding Saint
Your devotion to your faith is so unwavering that you are resistant against any effect that would impede you. You have advantage on saving throws to avoid becoming Dazed, or .
Exalted Judgement
Your presence on the field of battle is an inspiration to those dedicated to your cause.
You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your allies have advantage on death saving throws while within range of your Aura of Protection.
- You have advantage on Wisdom saving throws, as do your allies within range of your Aura of Protection.
This effect ends early if you are Incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.