Paladin
Base Class: Paladin

Paladins of the Oath of Duality walk a fine line, wielding divine power that embraces the extremes of both life-affirming and life-ending magic. Far from inherently neutral players, many paladins that choose this oath still pick sides in life's questions of right or wrong, good or evil - It is, in fact, often their strong moral compass that allows them to travel this road and not lose themselves along the way. Rather, these paladins believe that might and magic themselves are impartial, and that it is in how and why one uses them that their character may be truly judged.

TENETS OF DUALITY

Paladins who swear an Oath of Duality pay strict adherence to these tenets, knowing that divergence can have catastrophic consequences - not just for their foes, but for themselves and their allies as well.

Balance. Understand that not all opposing forces are at odds with one another. Life and death need each other if order is to be maintained.

Intention. Be clear and mindful in your actions, and in your judgement of others'. The wrong thing, if done for the right reasons, can be the right thing. 

Fearlessness. Don't shrink from the light, or cower from the darkness. Harness them both.

Resolve. Anchor yourself in your values. If you become lost, those around you will be soon to follow.

Oath of Duality Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Good and Evil (10 ft.)
15th Vision of Light and Shadow
18th Aura of Good and Evil (30 ft.)
20th Dichotomy Incarnate

Oath of Duality Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd healing word, inflict wounds
5th augury, gentle repose
9th bestow curse, remove curse
13th blight, death ward
17th mass cure wounds, cloudkill

Channel Divinity

An Oath of Duality paladin of 3rd level or higher gains the following two Channel Divinity options.

Balanced Mind. As an action, you can use your Channel Divinity to tap into knowledge drawn from beyond the Material Plane. For the next 10 minutes, you gain a bonus to Intelligence (religion) and Wisdom (insight) checks equal to your Charisma modifier, and you can speak and understand 2 of the following languages: abyssal and primordial, or celestial and infernal (your choice).

Armor of Mortality. You can use your Channel Divinity to reinforce your defenses. As a bonus action, you gain magical armor that appears like spectral bones or radiant plants for 1 minute, granting you the following abilities.

  • You gain a +1 bonus to your armor class.
  • When a creature within 5 feet of you is targeted by an attack or spell that you can see, you can use your reaction to force the attacking creature to make a Charisma saving throw. On a failed save, the creature must target you or lose the attack or spell.
  • When a creature you can see hits you with an attack or spell, you can choose to end this feature early. When you do so, the attacking creature takes necrotic or radiant damage (your choice) equal to your Charisma modifier plus your proficiency bonus.

Aura of Good and Evil

Starting at 7th level, when you or a creature you can see within 10 feet of you takes necrotic or radiant damage, you can use your reaction to grant the creature resistance to that type of damage until the start of your next turn.

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

Vision of Light and Shadow

Starting at 15th level, you can't be blinded. Additionally, you gain darkvision to a range of 30 feet, and can see normally through both magical and nonmagical darkness within this range. If you already have darkvision, its range is increased by 30 feet.

Dichotomy Incarnate

At 20th level, as an action, you can become an avatar of life and death. For 1 minute, you gain the following abilities.

  • You sprout one angelic and one decaying or skeletal wing from your back. You gain a flying speed equal to your walking speed
  • You gain immunity to necrotic and radiant damage
  • Whenever you hit a creature with an attack, you deal an extra 1d8 necrotic damage and 1d8 radiant damage.
  • When a creature you can see within 30 feet of you takes damage that reduces it to 0 HP, you can choose to take that instance of damage instead (no action required). This damage can't be reduced in any way. You can use this ability a number of times equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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