Paladin
Base Class: Paladin

You have taken a sacred oath to uphold the balance of power in the mortal realm. As part of this oath you vow to never allow yourself or your brothers to become corrupt with strength or lust for power and to stop all those that aim for such things.

Channel Divinity

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

Righteous Heart. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier ({{modifier:cha@min:1}}) to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

Will to Act. When you begin a combat encounter , you may expend your channel divinity to add a d10 to your initiative roll. Additionally you gain 15 speed for your first turn during this encounter.

Tip the Scales

Starting at 3rd level, you can influence your balance within the world, you have a number of Tip the Scales uses equal to your Charisma modifier (a minimum of one). Whenever you make an attack roll, an ability check, or a saving throw, you may use your reaction and expend one of these charges to replace the die roll with a 10. You regain any expended uses when you finish a long rest.

Aura of Balance

Starting at 7th level, you can influence the natural balance of the world and others around you, as a reaction, when you or a creature within 10 feet of you suffers a critical hit, you can  expend a use of Tip the Scales to turn that hit into a miss and any effects triggered by a critical hit are canceled. You can chose to use this feature after the d20 has been rolled but cannot do so after damage has been decided.

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

Counterbalanced Soul

Starting at 15th-level, whenever you roll initiative for combat, you may also expend a usage of your Tip the Scales to gain immunity to Necrotic or Radiant damage but become vulnerable to the other.

Additionally, when you make an attack on your turn, you can decide to Imbalance Your Soul, if you do you can treat the d20 roll for this attack as a 20, however you must also forego your next turn and be considered restrained until the start of your next turn in order to Counterbalance your soul. You may also attempt to force yourself free of the scales of reality by succeeding on a Constitution saving throw of DC 20, on a failure you still forego your turn, suffer 10d10 Force damage and are considered paralyzed until the start of your next turn. On a sucess you suffer half damage and can act as normal. You can use this feature a number of times equal to half your Charisma modifier, rounded down (a minimum of once). You regain any expended uses of Counterbalanced soul when you finish a long rest.

Equilibrium

At 20th level, you can enter a state of equilibrium that lasts for 1 minute. This state reduces any high ground and fills in any low ground in a 60-foot sphere around you, this change in terrain cannot be altered by anything short of a wish. For the duration your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed, knocked prone or restrained while within this area.

Additionally, while in this state and within this area, you can use a bonus action on each of your turns to cause a change in the environment. The basic use of this state is to duplicate any spell of 6th level or lower that directly influences the terrain, for example Bones of the Earth or Hallucinatory Terrain. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • Freely control any water that is within the sphere.
  • Grant up to 5 creatures resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Grant up to 5 creatures the effects of the Freedom of Movement spell.
  • Increase or reduce the effects of gravity within the sphere.
  • Rapidly grow or kill the plantlife within the sphere.

You might be able to achieve something beyond the scope of the above examples. State your change to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the change, the greater the likelihood that something goes wrong. The effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the change. For example, wishing that a villain were dead in the area might strip the air from around you, effectively killing you in the proccess.

If you are knocked unconcious or leave this area, these regional effects end immediately.

After activating the aura, you can’t do so again until you finishe a long rest.

Oath Of Balance Image

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