Paladin
Base Class: Paladin

Tenets of Retribution

The tenets of Retribution are not for the fearful or faint of heart. Being constantly confronted with the undead and great evil, they must be true of heart and have faith in their god as well as their own power. Sacrificing their own life for the lives of others is the greatest of honor.

 

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

Restitution. If my foes wreck the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Value: Never be afraid to act, you are a paragon of justice and your duty is to push yourself and your friends to face any evil

Justice. Actions have consequences and when actions serve to harm others, the forces that affect those actions must be vanquished.

Channel Divinity

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

Repetance. You can use your Channel Divinity to exude a avenging presence. As an action, you can choose a number of creatures equal to proficiency bonus  within 60 feet of you that you can see to make a Wisdom saving throw, fiends and undead have disadvantage on this saving throw. On a failed save, a creature becomes incapacited for 1 minute or until it takes any damage. The incapacited  creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute.

Jugdement.. As a bonus action, choose one creature you can see within 30 feet of you, using your Channel Divinity. The target is judged for 1 minute. The judgment ends early if the target dies, you die, or you are incapacitated. Until the judgment ends, you gain the following benefits:

Any attack roll you make against the judged target is a critical hit on a roll of 19 or 20 on the d20.

 You gain a bonus to damage rolls against the judged target. The bonus equals your proficiency bonus. All damage you deal to the target becomes radiant  and bypasses any type of resistance.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Retribution Spells

Aura of Retribution

Starting at 7th level, you constantly exude a vengeful aura while you are not incapacitated. When an allied creature within 15 feet of you is critically hit or drops to 0 hit points, gains your lvl 20th sacred oath feature for 2 rounds.

When you reach 18th level in this class, the range of the aura increases to 30 feet.



Execution Sentence

Starting at 15th level, as a bonus action, a hammer falls slowly from the sky onto the target. After 2 rounds the target must make a Constitution saving throw, the hammer deals 6d8 radiant damage plus an additional 2d8 for any  damage dealt by you (up to a maximum of 3 times) and be blinded on a failed save, or half damage on a successful save and isn’t blinded.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Avenging Wrath

At 20th level, you can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 1 min you gain the following benefits:

Wings sprout from your back and grant you a flying speed of 60 feet.

For the duration, your damage and healing gains a bonus equal to your Charisma modifier.

Improved divine smite trait increases by 1d8 and when you take the attack action on your turn, you can make one additional spell ranged attack as part of that action, throwing a hammer of wrath dealing 2d8 radiant damage at a range of 60 feet.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

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