Base Class: Paladin
Paladins of this Oath value the objective truth above all else. These warriors become avatars of their gods will to smite down forces that have strayed far from their light. The greater evil is there sworn enemy, and they will do whatever they need to uphold it.
Honesty: Do not lie willingly unless it upholds the greater good.
Wisdom: Do not engage in battle with forces that have done no wrong.
Honor: Admit defeat when it finds you and strive to improve for the next battle.
Decisiveness: Never allow those that cannot return to the light mercy. They have made their choice.
Channel Divinity
At 3rd level you gain the following Channel Divinity options:
Detect Alignment: As an action you can detect the alignment of any creature within 30ft for the next minute
Bind the Wrathful: As an action you can attempt to hold a creature you can see within 60ft that has damaged an ally within the last round. The creature must make a Wisdom saving throw agains your spell DC or be paralyzed for the next minute. The creature can repeat the save at the end of each of its turns.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath Spells:
3rd: Command Cure Wounds
5th: Calm Emotions Zone of Truth
9th: Spirit Guardians Slow
13th: Death Ward Guardian of Faith
17th: Dominate Person Dispel Evil and Good
Aura of Revelation
Starting at 7th level, you can see all illusions within 10ft. You can also see into the ethereal plane as an action.
At 18th level, the range of this aura increases to 30 feet.
Divine Clemency
Starting at 15th level You can designate a friendly creature, including yourself, within 60ft as Not Guilty as a bonus action. For the next minute, the creature may add your Charisma modifier to their AC. Alternatively, you can designate an unfriendly creature as Guilty. This creature subtracts your Charisma modifier from their AC for the same duration. You may only affect one creature at a time. You can use this a number of times equal to your Charisma modifier per long rest.
Avatar of Righteousness
At 20th level you can use your action to unleash the divine magic granted to you, gaining the following affects for the next minute:
- Your size becomes Large.
- A “Not Guilty” creature affected by your Divine Clemency has advantage on attack rolls.
- A “Guilty” creature has disadvantage on attack rolls against you.
- Healing spells cast by you restore maximum value.
Once you have used this feature, you cannot use it again until you finish a long rest.
Previous Versions
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