Paladin
Base Class: Paladin

A Sacred oath dedicated to preserving and maintaining balance in the universe.

Your divine duty is to help maintain a balance of good and evil in the world, for it is without this delicate balance the world will be thrown into Chaos.

Tenets of Zen:

  1. A Balanced Cause: It is sworn duty to correct any imbalances you may come across. Ex: If you get a sense of too much good in a place/area you must correct it, same goes for evil.
  2. A Balanced Mind: You are not to fall under any one morality, but to have a balanced outlook. Both good and evil are essential to the world and you must maintain a NEUTRAL perspective on both. 

A Balanced Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

 A Balanced Weapon. You can use your Channel Divinity to imbue your weapon with power. As an action, you can imbue a melee weapon you are holding with either positive or negative energy using your channel divinity. When you use this feature either radiant or necrotic then for 1 minute a melee weapon, you are holding, will deal an extra 1d8 damage of the damage type you chose. The damage die is increased by 1d8 at 7th, 12th, and 17th levels.

Additionally, during the duration, if Radiant was chosen then your imbued weapon will also radiate 10 feet of bright light with an additional 10 feet of dim light. If necrotic was chosen, then will your imbued weapon will radiate a black aura with 5 feet of dim light.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

 A Balanced Body. You can use your Channel Divinity to reallocate a creature's attributes, increasing one while lowering another. As an Action, you can target one creature you can see within 120 feet of you. If the targeted creature is unwilling, it can choose to make a Charisma saving throw vs your spell save to resist this feature's affect.

You choose two ability scores of the targeted creature's. The first score you chose is increased by 1d4 points while the second is decreased by the same amount. This effect will last for 10 minutes.

A creature affected by the effects of this feature can not be affected again until the feature effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

A Balanced Blow

Starting at 7th level, while a weapon you are holding is imbued from the effects of "A Balanced Weapon". As an action you can perform one of these actions based on whether your weapon is imbued with Radiant or Necrotic energy.

 Radiant: As an action, every creature (Other than you) within 30ft. of you must make a Dexterity saving throw versus you spell save. On a failed save the creature takes the damage die from your imbued weapon + the damage die from "A Balanced weapon" as Radiant damage and is now blind for 1 minute. On a save creatures take half damage and are not blind Once on each of the blind creature's turns, it can roll a Constitution saving throw versus your spell save, on a success the creature is no longer blind.

 Necrotic: Instead of performing your normal melee weapon attack, as an action you can instead target a creature with 60ft. that you can see. Make a normal attack roll with your imbued weapon as a ranged attack. On Hit the target takes the damage die from your imbued weapon + the damage die from "A Balanced Weapon" as Necrotic damage.

A Balanced Foe

Starting at 7th level, while your current "Hit Points" is less than your "Maximum Hit Points". As an action you can target a creature within 30ft. of you, that you can see, the targeted creature loses HP equal to the difference between your current and your maximum HP. Once you use this feature you may not do so again until you finish a Long Rest.

A More Balanced Body

Starting at 15th level, when you use "A Balanced Body" channel divinity, instead of rolling a d4 you now increase and decrease by 5 points.

A Balanced Soul

Starting at 20th level as an action, you can target a creature "Including yourself" that you can see within 30ft. of you. You can choose to either "Infuse" or "Invert".

Infuse: The target creature loses all Spell Slots along with any feature, ability, and points that replenish after a Short/Long Rest as if they had exhausted those options. After which the target's HP is replenished to Max.

 Invert: The target creature loses all of it's Temporary HP (If it had any) and it's HP is reduced to 1 hit point. After which the target creature regains all of its spent spell slots as well as any feature, ability, and points that replenish after a Short/Long rest as if the creature just finished a Long Rest.

If the Target is unwilling, it may make a Charisma Saving Throw versus your spell save to resist this feature's effects.

After using this feature you my not use it again until you finish a Long Rest.

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