Base Class: Paladin
Tenets of Rebirth
The tenets of the Oath of Rebirth vary per paladin, but all tenets revolve around second chances and those who are deserving or not. The manner by which second chances are given varies per paladin. One might help every creature including fiends and other evil creature while another might kill every wrongdoer for death will be their judge.
No Mercy for the Wicked. Those born for chaos and destruction have no right to exist.
Even The Greatest Evil Knows Remorse. No matter the sin, every creatures is able to find remorse for their actions and can be granted a second chance.
Death is Not a Punishment. The Afterlife will judge a creatures for his sins and will grant a second chance to those who are deserving of one.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Visions of Regret. As an action, you can utter prayer to call for judgement, using your Channel Divinity. All Undead, Fiends, and Abberations within 60 ft of you that you can see must make a Wisdom saving throw. Undead have disadvantage on this saving throw.
On a failed save, the creatures become stunned as their minds are filled with a vision of suffering and the feeling of regret. The condition ends at the end of the creatures next turn or whenever it takes damage. The creatures repeat the saving throw at the end of its turn
On a successful save, the creatures have disadvantage on their next attack roll.
Marked for Rebirth. As a bonus action you can mark a creature within 10 ft of you with a symbol of rebirth, this symbol takes a form of your own choosing (flower, skull, holy symbol etc.). You deal an extra 1d4 necrotic or radiant damage (your choice) with each attack on the target for 1 minute or until the target is reduced to 0 hit points. You also know the targets exact location until you take a long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Call of Redemption
By 7th level, you can give a soul a chance of redemption. When a creature within 30 ft of you is reduced to 0 hit points you can use your reaction to call its soul back to its body. The creature, not knowing what the effects will be, must make a DC 14 Wisdom saving throw, if the soul wants to come back to its body they have advantage on the saving throw but if they don’t want to come back they have disadvantage.
On a successful save, the creature is resurrected for 1 turn. They move right after your turn and you have to use your bonus action to instruct them to do something other than attack a creature hostile towards you. After their turn they fade into dust, unable to be resurrected by any means other than the Wish spell.
You can use this ability up to a number of times equal to your proficiency bonus and it will recharge after a long rest.
Death’s Blessing
By 15th level, creatures that are Marked for Rebirth suffer more than ever before. You damage die for Marked for Rebirth turns from 1d4 to 2d4. You and all allies with 10 ft of you gain advantage on attack rolls against that creature.
Embodiment of Rebirth
By 20th level, you can assume a form which represents your version of rebirth (plant-like, undead, shining with holy light etc.). Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
• When a creature damages you it is immediately affected by the effect of Marked for Rebirth, up to 3 creatures.
• When taking the Attack action on your turn, you can make one additional attack against creatures that are Marked for Rebirth.
• You have resistance against all bludgeoning, slashing and piercing damage from creatures that are Marked for Rebirth
You can use this ability up to a number of times equal to your proficiency bonus
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