Base Class: Paladin
Tenets of Balance
Paladins who swear the Oath of Balance follow a strict path of neutrality. Their guiding principles are:
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Equilibrium Above All: Favor neither light nor dark. Aid the oppressed, then temper their rise. Defeat tyrants, then watch their successors.
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Emotion is a Tool, Not a Guide: Let logic and perception lead. Good and evil are perspectives—seek harmony, not righteousness.
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Balance Through Action: Inaction tilts the scales. Maintain balance even if it demands uncomfortable choices.
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The Greater Scale: See the interconnectedness of all things. Preserve cycles, ecosystems, and cosmic order.
Channel Divinity
Equilibrium Strike
As a bonus action, you empower your next weapon attack this turn. On hit:
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If the target is above half its hit points, it takes extra necrotic damage equal to your paladin level.
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If the target is below half, it takes radiant damage and must make a Strength saving throw (DC = 8 + prof + CHA mod) or be knocked prone.
Arbiter’s Judgment
As an action, you impose balance on those nearby. Choose creatures within 30 feet up to your Charisma modifier (min 1). They must make a Charisma saving throw. On a failure, they are either charmed or frightened (your choice) for 1 minute. They can repeat the save at the end of each turn.
Aura of Equilibrium
Creatures within 10 feet can’t have advantage or disadvantage on attack rolls or saving throws unless they choose to accept it.
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This aura negates outside effects that grant or impose advantage/disadvantage unless willingly accepted.
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At 18th level, the range increases to 30 feet.
Balenced Reprisal
Until the end of your next turn, when you hit that creature with an attack, it takes extra radiant damage equal to the damage it dealt to you within the last round , up to your paladin level.
You can use this feature Charisma modifier times per long rest (minimum once).
Avatar of the Scale
As an action, you assume the form of pure balance for 1 minute. You gain the following benefits:
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Aura of Stasis (30 ft): Creatures can’t be affected by advantage, disadvantage, charm, fear, or damage vulnerabilities/resistances.
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Levitation and Serenity: You gain a flying speed of 40 feet, hover, and can move across liquid surfaces.
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Force of Correction: Once per turn, when a creature within 30 feet rolls a die (attack, save, ability check, or damage), you can force it to reroll. It must use the new roll.
This feature can be used once per long rest.







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