Paladin
Base Class: Paladin

The Oath of Penance is to many only a bridge to a greater calling, but for some it is their calling. The followers of this path often have lived lives in which they inflicted pain, hurt the innocent, or made choices that harmed themselves and others. Those who choose this Oath are sometimes called Reformers, Penitents or Scarred Champions. Penance Paladins are often more down to earth than their counterparts, and swear themselves to deities with simple, straightforward goals. Often they experience a spiritual epiphany, sometimes even interacting with a deity directly and as such are a subject of envy and occasionally derision from their fellow paladins. They are not champions of great, abstract causes, but of the tangible. Their morals are simple, but they are willing to see shades of grey.

Oath Spells

You gain oath spells at the paladin level listed.

3rd

Searing Smite, Inflict Wounds

5th

Warding Bond, Continual Flame

9th

Dispel Magic, Remove Curse

13th

Mordenkainen’s Faithful Hound, Guardian of Faith

17th

Hallow, Flame Strike

Channel Divinity: Wrath of the Divine

 As an action, use your holy symbol to call upon the strength of your deity, combined with your dark past to create an intimidating presence. Choose one hostile creature within 30 feet of you. The creature must make a wisdom saving throw against your Spell Save DC. On a failure, the creature is frightened for 1 minute and cannot move closer to you and all attacks against you are at disadvantage. On subsequent turns the affected creature may attempt saving throws at the end of their turn to end the Fear effect. On a successful save the effect ends. On a successful initial saving throw a creature cannot move closer to you for the next round, and only its next attack against you has disadvantage. Frightened creatures also cannot take reactions against you for the duration. You must take a long rest before you can use this Channel Divinity again.

Channel Divinity: Defend the Blameless

As a bonus action, you give friendly creatures within 30 ft of you who have not yet caused damage to any hostile creatures a +1 to their AC for 1 minute or until they successfully attack a creature or they move out of the 30 ft range. You can use this ability once per short rest. This bonus increases to +2 at level 10 and +3 at level 17.

Aura of Renewal

Beginning at 7th level, the strength of your dedication to your rebirth as a force for good is so strong that you exude an aura of life through sheer willpower. You and friendly creatures within 10 feet of you are resistant to necrotic damage.

Defender's Strike

Beginning at 15th level, when a friendly creature within ten feet of you is struck by an enemy in your melee range, you can use a reaction to make a melee spell attack against that enemy to deal 2d6 radiant damage. You can use this feature a number of times per day equal to your proficiency bonus.

At 18th level, the radiant damage increases to 3d6.

Reborn Champion

At 20th level, you are able to transform yourself into a true Champion of a divine force. You can take this transformation as an action and it lasts 1 minute. You gain the following benefits:

  • You are resistant to nonmagical piercing, bludgeoning, and slashing damage.
  • When you take the attack action, you can make an additional melee attack as a part of that action.
  • When you are struck by an enemy, the power of the divine flows through you and deals radiant damage equal to your strength modifier x2, minimum of 2.

You can use this feature once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes