Base Class: Paladin
Paladins who take the Oath of Harmony do not fight for the beings who inhabit the world, but for the world itself. They commit themselves to helping enforce the balance that keeps the world moving. They do not see life and death as a gift and a punishment, but as a part of the natural order that must be obeyed. They also seek to balance the forces of civilization with the forces of nature. Humanity and wildlife each provide their own magic, and it is of the utmost importance for paladins of the Oath of Harmony to keep them equal, to allow them both to survive and thrive. Perhaps most significantly, a Paladin of this oath, unlike most other paladins, has little regard for good or evil. They do not care much for the balance of the forces within humanity. They see the world as more important, and they believe that humanity is just a small part of that whole, and should not be placed in the high regard that they often are.
TENETS OF HARMONY
The tenets of the Oath of Harmony guide a paladin forth in their quest to right all the impurities of the world.
Balance. All things must be equal. No great force can overshadow another.
Purity. Everything has its own place. External influences and toxicities must be abolished from where they do not belong.
Objectivity. Things must be seen for what they are, not what personal attachments are given to them.
Change. Everything inevitably is a part of change. Learning to understand this is vital to finding harmony in all things.
Oath Spells
You get a selection of spells from your Oath. The Sacred Oath Feature explains how they work.
Oath of Harmony Spells
| Paladin Level | Spells |
|---|---|
| 3rd | entangle, false life |
| 5th | ray of enfeeblement, web |
| 9th | conjure animals, speak with dead |
| 13th | control water, polymorph |
| 17th | awaken, reincarnate |
Channel Divinity
Upon taking this Oath at 3rd level, you gain two Channel Divinity options.
Expel Woodland Beings. You can present your holy symbol and speak a prayer that deflects natural power. All fey creatures and beasts within 30 feet of you must make a Wisdom saving throw. Any fey creature or beast who fails the save is turned for one minute or until it takes damage.
Any creature who is turned must use all its movement to get as far away from you as possible. It can not take any reactions, and the only action it can take is to use the dash action, or to take the dodge action if it can not move any further.
Bond of Growth. You point to one creature within 30 feet of you and create a spoken bond between you. If the creature is unwilling, they must make a Wisdom saving throw or be subjected to this bond. You then choose between radiant and necrotic damage. For one minute, any time you or the creature deals the chosen type of damage, the other regains hit points equal to the damage of that type dealt.
Visage of Order
Beginning at 7th level, you can gift your allies with a spectral support to restore them to their natural order. You use your bonus action to summon a divine visage that you gift to yourself or another creature you can see within 30 feet of you. This visage appears as a transparent, spectral animal who hovers above the head of the creature it has been gifted to until its gift is expended.
Once in the next minute, the creature can call upon this visage to gift them support or power, which manifests in different ways depending on the visage you summon. The visage gifts the creature it has been summoned to, then immediately disperses until it is next summoned. You can only have one visage gifted to a creature at a time, and can only have two visages active at one time.
You can use this feature a number of times equal to your charisma modifier (minimum of once). You regain any expended uses when you complete a long rest.
You can summon one of the following visages to gift yourself or an ally.
Lion. A spectral lion appears. When you make a melee attack roll, you activate the lion's gift to roll with advantage.
Raven. A spectral raven appears. When you make a ranged attack roll, you activate the raven's gift to roll with advantage.
Swan. A spectral swan appears. When you make an Intelligence, Wisdom, or Charisma saving throw, you can activate the swan's gift to roll with advantage.
Wolf. A spectral wolf appears. When you make a Strength, Dexterity, or Constitution saving throw, you can activate the wolf's gift to roll with advantage.
Balancing Pulse
At 15th level, when you are reduced to 0 hit points, your body releases an energy pulsing with the power of the life cycle. All creatures within 30 feet must make a Wisdom saving throw and take 5d8 points of damage divided between radiant and necrotic on a failed save. Before you roll the dice, you choose if all the dice are one type of damage or if you would like to divide up the dice between the two damage dice. You then roll the necrotic damage and radiant damage separately.
If you drop another creature to 0 through this pulse of energy, you automatically succeed your first death saving throw.
Once you use this feature, you can't use it again until you complete a long rest.
Worldly Champion
When you reach 20th level, you can call upon your tenets to give you an avatar of harmony. You can use your action to gain the following benefits for one minute.
- When you make an attack and add your divine smite, you can choose to make your divine smite damage fire, cold, or lightning damage instead of radiant damage.
- You grow a pair of fey-like wings from your back and gain a flying speed of 40 feet.
- You gain 1d6 + your Charisma modifier temporary hit points at the start of each of your turns.
- When a creature hits you with a melee attack, it must make a Wisdom saving throw. On a fail, it becomes frightened of your for one minute.
Once you use this feature, you can't use it again until you complete a long rest.
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