Base Class: Paladin
Tenets of Balance
Followers of the Oath must abide by the way of Balance.
Honesty. Don’t lie or cheat. Let Balance lead the way.
Courage. Never fear to act, though caution is wise. Remind oneself of the balance the world needs.
Compassion. Aid others, protect the weak, and punish those who threaten them. Though one must sacrifice for others to keep then balance.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Teach others of sacrifice for a better outcome. Balance is all.
Duty. Be responsible for your actions and their consequences, balance the world at all costs.
Balancing beyond the Oath
If one wishes to use their knowledge of balance in other aspects of life, they must learn to sacrifice for their actions.
Healing. One can take half of the healing rolled as damage, and may add that to the healing done.
Advantage. One can gain advantage in their next attack but may not attack in their next turn(other actions are excepted).
Damage. One can gain an extra d4 of damage at a -d4 hit DC.
Balancing Act
When you take this oath at 3rd level, you gain the following
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
You must also turn away from battle, move your full movement, and not make an attack(other actions are okay).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Wile Ward
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Loyalty's Reward
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Revealing Rays
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
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