Base Class: Paladin
The Oath of the Scale allows a paladin to adapt to the extremes of life and combat with equal and opposite extremes. A Paladin who swears this oath often goes by the title of "Weight" to signify their contribution to the balance of karma.
Tenants of The Scale
Acceptance: Acceptance in others, and in the decisions of oneself. All creatures, even those outside of the oath, can be a weight; regardless of morality, mentality and appearance. It is also important to remember that a Weight is not always a kind soul. Accepting this reality and being willing to face consequences for the karmic balance is a true test of the Weights dedication, and fortitude.
Consideration: Blind, Rushed decisions cause calamity. A Weight must be mindful and act upon educated and well considered assessments of a situation or environment so that they can act in a manner that allows them to make a large, and more importantly, correct impact.
Adaptability: Balance can not persist when extreme bias or harsh stubbornness is present. A weight may favor an arm of the scale but can not allow themselves to strictly act in accordance with it. To neglect the responsibility of counter-balancing karma they have put unto the world is to betray their oath.
Humility: Ego clouds judgement. The assessments of a humble mind is better than that of one whom is blinded by self interest and pride.
Tip the Scales
You take combat in equal extremes, similar to how you live your life. You can assume either a cautious, sturdy, combative stance that permits an unshakeable defense, and provide breathing room for your allies. You can also forgo your self preservation. Lowering your guard and striking with self-righteous fury. You destroy those who threaten the balance, justly removing their troublesome influence from the scales forever.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Wipe the slate clean: As a bonus action, Make things fair. For everyone. Using this divinity, the paladin puts out a transparent pulse by forcing their arms outwards in a parting motion, sending out a translucent ripple of seemingly harmless force. Every creature currently involved in the conflict, friend or foe, are cleansed of all current conditions, positive or negative.
Momentary Calamity: Sometimes things need a hard reset. The Paladin thrusts forth an open palm to fire off a violent blast of gray, luminescent energy, sacrificing their own vitality to decimate their foes. Within a 25ft cone in front of the paladin, all creatures within the radius suffer 3(+Proficiency)d8 force damage. The paladin in turn takes half of the damage dealt as non-lethal damage. A paladin that falls from this attack still has to make death saving throws.
Make it Count
Starting at 5th level, you gain two skills in relation to your stance
Defensive stance: Eyes on Me! You have quite the presence on the field, and you will not be ignored. Activate Eyes on Me by consuming one use of this skill. Your next attack that lands forces whatever creature you strike to use its next turn to make an aggressive action against you, as you forcefully tare its attention away from whatever its previous fixation was.
Offensive stance: Put it down! You realize when enough is enough, and you know how to fix the problem. Your next attack that successfully lands gives the Paladin a single use of their currently equipped smite. If more than one smite is equipped, the Paladin must chose one to activate. Sometimes its more wise to remove weights from the scale altogether.
Unyielding Spirit
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Exalted Champion
At 20th level, 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 from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
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.
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