Paladin
Base Class: Paladin

Understand first. Judge later. Act only to preserve what must be preserved. Paladins who swear the Oath of the Equilibrium are members of the Guardians of the Equilibrium, a prestigious chivalric order tasked with preserving the fragile unity of the Kingdom of Iperborea. Answering directly to Queen Serafine and the Supreme Commander of the Army, these paladins act as investigators, mediators, and, when necessary, enforcers of peace across the realm. They intervene with patience and wisdom, not zeal, handling rising tensions between noble houses, disputes between counties and baronies, and factional conflicts that threaten the kingdom’s delicate balance. Charged with safeguarding Iperborea from internal unrest and darker forces lurking beyond its borders, they strive always to uphold the equilibrium upon which the realm’s survival depends even when that duty demands difficult moral choices. 

 

These paladins share the following tenets 

  • Investigate First, Judge Later: Always seek to understand the truth before passing judgment. Listen to all sides. 
  • Balance through Justice, not Blind Force: Sometimes difficult choices are necessary; the greater good must prevail over personal feelings. 
  • Preserve the Kingdom’s Stability: Prevent any force, noble, factional, or sinister from shattering Iperborea’s delicate harmony. 
  • Protect the Innocent, Understand the Evil: Do not destroy evil blindly. Understand it first, then act decisively

Oath of Equilibrium Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Equilibrium Spells table, you thereafter always have the listed spells prepared.

Paladin Level

Spells

3

Charm Person, Detect Magic

5

Zone of Truth, Hold Person

9

Counterspell, Clairvoyance

13

Locate Creature, Mordenkainen's Private Sanctum

17

Greater Restoration, Scrying

Mark for Questioning

You can mark a creature to compel truth and restraint.

As a Magic Action, or when you hit a creature with an attack roll (no action required), you can expend one use of your Channel Divinity to mark that creature for 1 minute. The mark ends early if the creature dies or you are incapacitated.

While marked, the creature is subject to the following effects:

Scales of Judgment. The first time on each turn that it deals damage to a creature other than you, it takes Radiant damage equal to twice your Charisma modifier (minimum 1).

Measured Insight. You have advantage on Wisdom (Insight) checks you make against the marked creature.

Final Question. When the marked creature is reduced to 0 hit points, you can use your Reaction to ask it one question before it dies. The creature must answer truthfully and to the best of its ability. 

If the creature cannot answer because it lacks the knowledge or a shared language to communicate the answer, you regain one expended use of your Channel Divinity.

Eyes of the Just

At 3rd level, you gain proficiency in Insight and Investigation. If you already have proficiency in either, you gain expertise instead. You can cast the Detect Thoughts spell without expending a spell slot once per Short or Long Rest. When you cast the spell in this way, you can use only the spell’s initial effect to Sense Thoughts, and you can’t probe deeper into a creature’s mind.

Aura of Revelation

Your presence reveals falsehoods and presses truth to the surface.

You gain the following benefits:

Piercing Sight. You have Truesight out to a range equal to your Aura of Protection.

Tempered Burden. Your presence restores balance and lessens harm. You and your allies within your Aura of Protection reduce any damage taken by an amount equal to your Charisma modifier (minimum of 1). 

Halting Gaze

At 15th level, you can render a creature immobile beneath your judgment.

As a Magic action, you target one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or have the Paralyzed condition for up to 1 minute.

The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. The effect ends early if you or your allies deal damage to the target or force it to make a saving throw.

Once a creature fails its save against this feature, you can not use it again until you take a long rest. 

Paragon of the Equilibrium

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Heightened Vigilance. You can take two reactions each round.

Balanced Protection. When you take damage, you can spend a Reaction to grant a creature in your Aura of Protection Temporary Hit Points equal to half the damage taken.

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