Base Class: Paladin
While adventuring and traveling the lands, paladins often encounter great conflict. In response, some paladins take an oath of true peace, a vow to solve conflict without violence or harm. Oath of Peace paladins form their connection with their deity through their devotion to not harm others. In return these paladins are gifted with alternate spells and tools to further their goals.
These paladins often will ally with other adventurers as a form of protection and as a means to create a greater impact on the world.
Though these paladins do not harm creatures themselves, they often won't stop other adventurers if they agree with the cause.
These paladins see their end goal as a justification for the means they use to accomplish it. With the lofty goal of finding true peace, these paladins can use many means to meet their goals, so long as they do not directly harm others. Some of these paladins act as spies or public figures, resorting to trickery as a means to prevent war.
Seeing "justice" as a simply reactionary measure, Oath of True Peace paladins seek to quell conflict and prevent issues before they may occur whenever possible.
If an Oath of True Peace paladin fails in their duty and breaks their vow (by causing harm to a creature) they lose their oath powers and must endeavor to retake their vow and mend their connection to their deity. This may take the form of meditating in a perfectly still location for 1d4 days or another difficult peaceful act in a location of power to their deity (up to DM). It may become more difficult to mend the connection if it is broken multiple times.
If an Oath of True Peace Paladin cannot regain this connection with their deity, they can become either an Oathbreaker paladin or instead take the Oath of Conquest.
Paladins of True Peace often align with deities of peace, healing, or trickery as they find their paths towards solving conflict.
To allow the use of all abilities the Divine Smite, Extra Attack and Improved Divine Smite abilities of the base paladin class are replaced at their respective levels:
Shackles of Pacifism (Replaces Divine Smite at level 3). As an action you can expel a spell slot to summon golden shackles on a creature within 30 ft. that attempt to pull the creature prone and restrain it. The creature must succeed on a strength save against your spell save DC or be restrained. Medium or smaller creatures with 2 or less legs are also knocked prone or brought to the ground (prone without dealing damage) if they are flying. Large and larger creatures have advantage against being restrained.
The restrained creature may repeat the saving throw at the start of each of its turns.
An additional creature (within range) may be shackled for each spell slot expelled.
The range of shackles of pacifism increases to 45ft. at 7th level and to 60 ft. at level 15.
Quelling Impulse (Replaces Extra Attack at level 5)
Your senses have attuned to calmness in your surroundings and you learn to magically react to disturbances.
When an enemy would deal damage with an attack that you can see, you may use your reaction to cast a spell that has a casting time of an action or bonus action.
Improved Lay on Hands (Replaces Improved Divine Smite at level 11)
Your ability to heal becomes more powerful as you calm the wounds of those you choose.
Your pool of healing power increases to your paladin level x (charisma modifier + 5).
You can cure all diseases and poisons with a single use of Lay on Hands using only 5 hit points from your pool.
Bastion of True Peace
Bastion of True Peace. Through their vow of peace, these paladins embrace a large change in how they achieve their goals. To allow for this change, these paladins can change their fighting style after a long rest. When you replace your Fighting Style it must be with any other non-offensive fighting style (Offensive styles include Dueling, Great Weapon Fighting, etc.).
You can also add the following fighting styles to your list of choices:
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of True Peace Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Oath of True Peace Expanded Spell List
The following spells are added to the list of spells you can prepare.
| SPELL LEVEL | SPELLS |
|---|---|
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1st |
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2nd |
calm emotions, enhance ability, enthrall, lesser restoration, silence, suggestion, zone of truth |
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3rd |
beacon of hope, clairvoyance, counterspell, dispel magic, protection from energy, sending, slow, tongues |
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4th |
arcane eye, banishment, compulsion, confusion, resilient sphere, stoneskin |
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5th |
commune, dominate person, greater restoration, hold monster, planar binding, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emissary of Peace (From Oath of Forgiveness)
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Reject Harm
As an action, you call upon your deity to shield you and your allies from harm. Each creature you choose within 20ft. gains temporary hit points equal to your paladin level plus your charisma modifier. These hit points last for 10 minutes.
Aura of Prudence
Powerful Paladins of True Peace emit an aura of will that can cause creatures to second-guess and weaken their attacks.
Starting at 7th level, while you are conscious, enemy creatures within 15 feet of you must succeed on a wisdom save against your spell save DC once per turn if they make an attack. If the creature fails the save, their attacks this turn (against any creature) have their damage reduced by your charisma modifier (to a minimum of 1).
At 18th level, the range of this aura increases to 30 feet.
Still Presence
Beginning at 15th level, your peace and calm has affected your mind and body. You gain resistance to bludgeoning damage as your body rests perfectly still. You also resist psychic damage as you have achieved stillness of mind. Finally, you resist radiant damage through your bond with your deity.
If you meditate for 5 minutes uninterrupted you can attain stillness in your body and gain temporary hit points equal to your charisma modifier. These hit points last until either you next take damage or maximum 10 minutes. Any remaining temporary hit points from this source after you next take damage are depleted as you lose your stillness.
Conduit of Harm
At 20th level, you can spend an action to transform into a holy conduit form. As you assume your conduit form a large golden glowing halo appears on your back and a golden silhouette grows out from the halo to envelop you. This silhouette increases your strength and gives you resistance to all but necrotic damage.
- When you first use this ability or as a subsequent bonus action you may select another creature within 60ft. A faint golden line of magic appears, connecting the paladin's halo to the creature. This connection breaks if the creature shifts planes or travels over 60ft. from the paladin.
- In conduit form you gain all resistances except against necrotic damage.
- You gain a +2 to STR, to a max of 22.
- You gain advantage to intimidation rolls.
- When you take damage, if you have connected to another living creature and have resistance to the damage, that creature regains hit points equal to 1/2 the damage that was reduced by resistances.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/11/2022 2:55:39 PM
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Posted Sep 11, 2022This is still an early version, feedback is welcomed!
I would love to hear any stories of people playing this subclass.