Paladin
Base Class: Paladin

Paladins who swear the Oath of the Fractured Halo have looked upon the true face of divinity and been broken by it. They are living vessels of celestial power that mortals were never meant to contain. Some seek redemption, others control, and some simply struggle to remain themselves as the radiance inside them claws toward freedom.

Channel Divinity

1. Voice of the Seraph.
As an action, you let the fractured divinity within speak through you. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. While frightened in this way, they hear celestial whispers describing their sins or fears.

2. Radiant Rejection.
When you or an ally within 30 feet is hit by an attack or targeted by a spell, you can use your reaction to unleash a burst of unstable light. Roll 1d10 + your Charisma modifier. The attacker takes that much radiant damage and must make a Strength saving throw or be pushed 10 feet away.

Oath Spells

 

Paladin Level Spells
3rd Shield of Faith, Guiding Bolt
5th Mirror Image, Lesser Restoration
9th Spirit Guardians, Counterspell
13th Guardian of Faith, Divination
17th Flame Strike, Dispel Evil and Good

Aura of Fractured Grace

Starting at 7th Level you and friendly creatures within 10 feet gain resistance to radiant damage and advantage on saving throws against being charmed or frightened.

When a hostile creature within your aura deals radiant damage or casts a spell from the "good" alignment school (DM's Discretion), it takes radiant damage equal to your Charisma Modifier (Minimum of 1).

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

Radiant Surge

When you are reduced to 0 hit points but not killed outright, you can choose to remain standing and immediately emit a 20-foot burst of unstable light.

Each creature of your choice in that radius must make a Constitution saving throw. On a failure, it takes 4d10 radiant damage and is blinded until the end of its next turn; on a success, it takes half damage.

After using this feature, you fall unconscious and automatically begin making death saving throws at the start of your next turn. Once you use Radiant Surge, you can’t use it again until you finish a long rest.

Apotheosis of the Shattered

You fully embrace the divine and mortal halves of your being. As an action, you can release the Seraph within for 1 minute, gaining the following benefits:

1. Wings of Glass and Fire. You gain a flying speed of 60 feet, and radiant feathers or shards drift in your wake.

2. Twofold Voice. Once per turn when you hit with a melee attack, you can deal an extra 2d10 radiant or necrotic damage (your choice).

3. Unstable Divinity. When you take damage, you can use your reaction to release part of that energy back at the attacker, dealing half the damage you took (radiant).

4. Fractured Presence. Enemies that start their turn within 30 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls against you until the start of their       next turn.

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

Previous Versions

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11/8/2025 8:33:56 PM
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