Paladin
Base Class: Paladin

The Oath of Penitence is sworn for one of two reasons: to cleanse the guilty among the world, or to remove the guilt carried by those that swear it. Paladins who swear this oath do so with a somber heart. They may be led by age and wisdom to swear it, or perhaps by a strong moral compass. Yet the truer intent is that of a deserter, a criminal, or an Oathbreaker seeking absolution for their sins. (Adventurers' Appendices pg.9)

Oath of Penitence Spells

Paladin Level

Spells

3rd

armor of agathys, hellish rebuke

5th

blindness deafness, silence

9th

bestow curse, vampiric touch

13th

mordenkainen's faithful hound,   phantasmal killer

17th

immolation, modify memory

Tenets of Penitence

The tenets of the Oath of Penitence are sworn as often in altruism as they are in remorse.

     Know. Know that good and evil exist, as well as neutrality. Chaos is an effect, and rarely the cause.

     Measure. Measure everything around you, and act accordingly. Only a fool lives without exercising judgment.

     Guide. Guide those who need it, pray always, and meditate for clarity when time allows you.

     Punish. Punish all that require it. First the self, second the brother, lastly the neighbor.

Channel Divinity

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


Moral Reflection As a bonus action, you cause each hostile creature within 30 feet to make a Wisdom save. On a failure, a creature cannot make any attacks for 1 round but can otherwise move and act freely.


Shared Lament As a bonus action you can choose to take psychic damage equal to your Charisma modifier and impose disadvantage on any Wisdom or Charisma saving throws made by hostile creatures that can see you until the start of your next turn.

Aura of Conviction

Beginning at 7th level, your own conviction spreads to those around you. You and any creature you choose within 10 feet of you gain advantage on Constitution saves and death saves. At 18th level, the range of this aura increases to 30 feet.

Martyr’s Blood

Starting at 15th level, malicious attacks against you have a chance of rebounding. The first time that an enemy would bring you to 0 hit points it must make a Wisdom saving throw. If it succeeds you are still knocked unconscious, but the attacking creature suffers psychic damage equal to your paladin level plus your Charisma modifier. On a failure it takes no damage, and you are instead dropped to 1 hit point. Once this ability has been triggered, you cannot benefit from it again until after completing a long rest.

Exacting Judge

At 20th level, you are able to attune your physical presence to the divine presence of your deity. For 1 minute you gain the following benefits:
     Your Channel Divinity: Moral Reflection now deals 2d10 psychic damage to creatures that fail the saving throw or half as much on a success.
     At the beginning of each of your turns, roll a d6. Rolling a 5 or a 6 recharges your Channel Divinity ability.
     Any time a creature that you can see deals damage to you or a friendly creature within 60 feet of you, a number of psychic damage equal to your Charisma modifier is reflected back onto the attacker.
     Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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