Base Class: Paladin
Dappled and armored, the mount’s coat a sheen, shining white with the purest gleam. The Paladin rides with majesty, his mount bearing a tapestry; its barding a depiction of greatness, with his victories frozen in sharpness. With colors that bedazzle the eyes, his stories are told in various dyes; he rides with his mount taking prideful strides. The crowds part before him, their respect shown without interim, for they all know he is willing to sacrifice everything in order to save those he loves.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | sanctuary, shield of faith |
| 5th | warding bond, aid |
| 9th | protection from energy, beacon of hope |
| 13th | death ward, guardian of faith |
| 17th | antilife shell, hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Lightwell. You can use your Channel Divinity to heal your allies at your own risk. As a bonus action, you spend a number of unused hit dice of your choice to summon a lightwell charged with divine energy to an unoccupied space you can see within 30 feet of you that lasts 1 minute. The lightwell occupies a 5x5 feet square. The number of charges the lightwell contains equals the total amount of hit dice you spent to cast this feature. This lightwell is an immovable object. It has a total of 5 + three times your paladin level hit points and an AC of 12 + your proficiency bonus. The lightwell can be targeted and affected by spells and attacks. If a friendly creature is within 10 feet of your lightwell, the creature can use its bonus action to consume one of the lightwell's charges to regain hit points equal to the maximum value of one of their own hit dice. The lightwell is destroyed when it reaches zero charges, if it reaches 0 hit points, or if within range of a shatter spell.
Enlighten Purpose. You can use your Channel Divinity to protect your allies at the expense of your own safety. As a bonus action, you can target a number of creatures equal to your charisma modifier (a minimum of one) that you can see within 30 feet of you. The targeted creature(s) must make a wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you and it has disadvantage on attack rolls against creatures other than you for 1 minute or until you become incapacitated or unconscious. The effect ends if you damage or cast a spell that harms a hostile creature other than the targets affected by enlighten purpose, if a creature friendly to you damages or casts a harmful spell at a target affected by enlighten purpose, or if you end your turn more than 30 feet away from the target.
Divine Offering
Starting at 3th level, you take dedication in replenishing your allies health at the cost of your own power. When you use your Divine Smite feature, you can choose a number of dice used to deal damage to instead heal a creature of your choice within a 30 feet radius from you. You decide what number of dice to use for healing before the result has been determined. The remaining dice will be used for Divine Smite damage. After rolling the dice used for healing, you half the result, which will be the amount of healing the chosen creature will receive.
Embodiment of Sacrifice
Starting at 7th level, you can shield others from harm at the cost of your own health by projecting a radiant image of yourself infront of them. When a creature within 30 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it, this effect lasts until the end of the turn. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
Protective Spirit
Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Ultimate Sacrifice
Starting at 20th level, you gain the ability cast the 9th level spell True Resurrection without needing any verbal, somatic or material components, but you must give your own life in exchange.
"The sacred oath you swore a long time ago as led you to this very moment. Are you willing to sacrifice everything to save your loved ones?"
Previous Versions
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3/3/2022 1:50:57 PM
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3/3/2022 1:58:58 PM
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4/10/2022 11:53:02 AM
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2.1
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Posted Apr 10, 2022Hey creator of this subclass here, just wanted to say that I had to change some of the original oath spells used in this concept in order to share this homebrew subclass with the community, since some of the spells used in the original concept come from licensed source books. This is the original spell list in case you want to use this homebrew subclass as it was intended:
3rd sanctuary, shield of faith
5th warding bond, aid
9th life transference, beacon of hope
13th death ward, guardian of faith
17th dawn, wall of light
If you try this homebrew let me know how it goes, so I can make adjustments on it.