Oath of The Justicar

"In thunder and flame, I strike for balance. In shadow and lie, I shine the truth. I am justice made will."

The Justicars of Shango are divine enforcers of truth, justice, and sacred law among the Yorukan. Their presence on the roads and in the cities is a sign that balance endures. Empowered by oaths sworn under the Judgment Storm, they wield the legendary dual-bladed axe Judgment and Consequence, executing Shango’s will without fear or favor.

These warrior-saints walk among rulers and commoners alike, reporting directly to Yorukan elders, settlement leaders, and wandering griot-chiefs. Their divine Aṣé crackles like thunder and cuts like lightning, tearing through corruption and shielding the innocent.

The Oath That Binds (Oath of the Justicar)

Upon swearing the Oath of the Justicar, you bind yourself to three eternal principles:

  • Truth Is Not Optional: You must never speak a known falsehood.
  • Justice Must Be Done: You must confront wrongdoing when it is within your power to act.
  • No One Is Above Judgment: Nobles, allies, and enemies alike are subject to your oath.

Unmaking Act:

If you witness a grievous injustice and fail to intervene (for selfish, political, or fearful reasons), you are Excommunicated.

Oath Spells

LevelSpells
3Command, Thunderwave
5Zone of Truth, Shatter
9Beacon of Hope, Guardian of Faith
15Freedom of Movement, Destructive Wave

Celestial Weapon: Judgment and Consequence

A massive dual-bladed 1-handed axe bound to your soul and oath. You can summon or dismiss it as a bonus action.

Level 3 (Weapon +1)

  • Divine Authority: When you hit a creature, it must succeed a CHA save (DC = Spell Save DC) or be unable to speak a deliberate lie until end of your next turn.
  • Elemental Edge: The weapon deals +1d6 lightning or radiant damage (your choice on summon).

Level 9 (Weapon +2)

  • Verdict of Storms: Once per turn, when you hit with a smite, you can arc lightning to a second target within 10 ft. They take lightning damage = half the smite damage.
  • Shield of Truth: When you hit a creature that was attacking an ally, that ally gains +2 AC until your next turn.

Level 15 (Weapon +3)

  • Lightning Judgment: As an action once per long rest, slam your axe into the ground:
  • 20 ft radius
  • Each enemy must make a Dex save or take 6d10 lightning + be restrained by radiant chains (1 minute, repeat save at end of turn).
  • On a success, half damage and not restrained.
  • Unyielding Warden: While wielding the axe, allies within 10 ft can’t be charmed or frightened.

(3rd Level)

Oath Channel Options

You gain the following Channel Divinity options:

Voice of the Storm

As a bonus action, you shout in Shango’s tongue. All enemies in a 30 ft cone must make a Wisdom saving throw or become frightened and unable to lie (magically enforced) for 1 minute. Repeat save at end of each turn.

Strike the Guilty

When you hit a creature with your Celestial Weapon, you can use your Channel Divinity to mark it as guilty:

  • It takes additional radiant damage = Paladin level
  • Attacks against it from you have advantage for 1 minute or until it dies

(5th Level)

Aura of Condemnation

Enemies within 10 ft of you have disadvantage on Deception, Persuasion, and Stealth checks.

If a creature fails a saving throw against one of your Oath spells while in this aura, it is illuminated with radiant light until the start of your next turn:

  • Can’t benefit from invisibility
  • Glows in dim light (10 ft)
  • Can’t make opportunity attacks

(15th Level)

Judgment Ascendant

Your connection to Shango’s divine justice surges:

  • You always roll with advantage on Insight and Intimidation checks.
  • You are immune to the Charmed condition.
  • You can cast Zone of Truth at will without expending a spell slot.
  • When you slay a creature under your Strike the Guilty Channel Divinity, enemies within 15 ft take 3d8 lightning damage and must make a Cha save or become frightened until your next turn.

Excommunication and Redemption

Excommunication

If you fail your Oath (see “Unmaking” above), you lose:

  • Oath spells
  • Channel Divinity
  • Aura
  • All bonuses and traits of Judgment and Consequence (weapon turns dull, becomes non-magical)

Redemption

You have 7 in-game days to redeem yourself by fulfilling one of these (roll d4 or choose):

  1. Deliver justice to someone too powerful or protected by law.
  2. Publicly condemn and expose a major falsehood, even at personal cost.
  3. Stand between two warring parties and enforce peace with no violence.
  4. Suffer punishment in place of someone innocent, then be vindicated.

On completion:

  • Your weapon is reborn, now wreathed in golden lightning.
  • You regain all class features and gain a visible Justice Mark, a flickering radiant tattoo across your chest or arms.


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