Oath of Adjudication

The Oath of Adjudication is not an oath to your beliefs, nor is it to your god's, rather it is an oath to uphold the law and find the truth. Often may paladins be seen swearing this oath if they worship a particularly lawful god. Or, in more sad circumstances, when their questions are left unanswered. These paladins do not bother to learn the customs of lands they visits, nope understand the people there, instead they come for two simple things, an answer and their target.

Tenets of Adjudication Consist and permanent, the tenements of the Oath of Adjudication are unchanging. They are the law of all lands, a mandate of heaven which paladins, specifically those who strictly follow it, may incur so as to find truth and justice easier. Truth. When given the opportunity, I will always uphold the truth and unmask all deceptions. Fairness. I am the arbiter of all laws, and when a case is brought into my presence I must answer it fairly and justly, giving both sides opportunity for repentance. Justice. Though my god is my master, I serve not their will, but rather the will of the law and all it entails. Devotion. My service to the law is of utmost importance, and while stealing and cheating may lead to personal gain, I will never consider doing so.

Oath Spells You gain the following oath spells at the paladin level listed. Oath of Adjudication Spells Paladin Level Spells 3rd Comprehend Languages, Sanctuary 5th Calm Emotions, Hold Person 9th Tongues, Speak with Dead 13th Divination, Private Sanctum 17th Commune, Hold Monster

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. No Escape. Using your action, you present your holy symbol and call on the power of your god. Choose a creature within 60 feet of you. That creature must then make a Wisdom saving throw or have its speed reduced to 0 and be restrained for the next minute, as the earth and all that is around them conforms to their shape so as to halt their retreat. This effect also ends when the creature takes any damage. If the creature succeeds on the saving throw, it simply has its movement speed reduced by half for 1 minute or until it takes any damage. Speak no Lies. As a bonus action, you point to a creature within 60 feet of you and encase them in holy light. The creature must make a Charisma saving throw, or be forced to answer a number of questions that you ask it truthfully. The number of questions you can ask is equal to your Charisma modifier (minimum of 1).

Aura of Truth Once you reach 7th level, a constant aura of holy magic surrounds you and encompasses your allies. You and any allies within 10 feet of you add your Charisma modifier (minimum of 1) to their Insight and Investigation checks. At 18th level this increases to 30 feet.