Paladin
Base Class: Paladin

The Oath of Forgiveness binds a paladin to the ideals of empathy, patience, and repentance. Sometimes called saints of the attoned by some, hopeful fools by others, these paladins meet the ideal of that every soul deserves a second chance. Many who swear this oath are souls who once journying down a darker path before seeking out atonement, now wishing to help others to follow in their footsteps. They hold sinners as those most loved by their gods, as every soul can be saved and be turned towards a better path. However they also believe most non-humanoid creatures lack souls, and hence lack the abilty to feel true remorse, such creature are incapable of attoning and so must be destroyed without compassion.

Tenets of Forgiveness

Though the exact words and strictures of the Oath of Forgiveness vary, paladins of this oath share these tenets.

Forgive. Do not hold anger or spite in your heart against those who wronged you. Lay aside these emotions as they will burden you, forgive their misdeeds so you can move forward.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Peace. Extend your hand before your weapon. Offer those a chance of peace and a better path, reserve violence for when words cannot find the solution.

Atonement. Everybody strays from the path of good at some point in their lives, sometimes so far it seems they cannot come back, these are the ones who need your help most. Every soul can be forgiven, help guide every and any soul to atone for their sins, just as you were guided.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Atone Enemy. As an action, you present your holy symbol and speak a prayer of Atonement, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw, unless it is immune to being Charmed. Humanoids have disadvantage on this saving throw.

On a failed save, the creature is Charmed for 1 minute or until it takes any damage. While Charmed, the creature will refuse to do anything that would harm another creature, and will spend its turn convincing others to give up violence.

Turn the Sinners. As an action, you present your holy symbol and speak a prayer Repentance, using your Channel Divinity. Each Humanoid that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Resolve

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Saint of Atonement

Starting at 15th level, the meaning behind your prayers of atonement carries more power. You have greater influence when you use Atone Enemy, being able to now target two creatures instead of one.

Symbol of Redemption

At 20th level, as an action, you embody the image of your patron, emanating an aura of soft dim light that extends out 30ft, for 1 minute.

  • Any friendly creature that is within this aura gains temporary hit points equal to double your Charisma modifier at the start of each of your turns while in range.
  • The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Charisma saving throw or become Charmed by you for 1 minute or until it takes any damage from you or your allies. These charmed creatures will try to prevent others from hurting you.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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