Paladin
Base Class: Paladin

     As beacons of justice and impartiality, these paladins are usually lawful neutral, although what they determine is law can be changed. Therefore, many consider their own ideals to more correctly align as "True Neutral". During combat, any support spells can be used on enemies and damaging spells can be used on allies, but with the powers of Inp'bisckal the effects can be reversed in the same way they were administered. In a battle involving an Oath of the Scales paladin, if they healed for 3hp they could use an action and turn that healing into damage. In the same aspect, if a damaging spell was cast and it damaged allies, on another action, the paladin could heal per person (per action) for the damage they took. As opposed to the usual holy energy of other paladins, those who are of the Oath of the Scales often befriend death related creatures or those who are associated with undead easier. Although, this does mean any holy creatures or related often turn their nose down on anyone associated with Inp'bisckal.

      As a loyal follower of this lesser known god of Justice and Death, the Oath of the Scales paladins gain special perks on insight checks, perceptions relating to undead, knowing the history of undead magic, items, creatures, and related. These paladins can also see spirits or other phantasmal forces that other people normally cannot.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Fey. As an action, you present your holy symbol and speak a prayer censuring Fey or related creatures, using your Channel Divinity. Each Fey creature/ humanoid that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Inu'bisckal's Aid

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Friend of the Dead, Foe of the Fey

Friend of the Dead, Touched by Death

When interacting with the undead, they naturally like you and you can sense their presence in a 30ft radius. You are marked as Touched by Death which means any arcana checks or detect magic cast on you reveals you as undead. Although you do not share any other similarities with that affiliation, just simply seen as one. This status gives you advantages when interacting with undead creatures or related, and a natural resistance to necrotic damage.

Foe of the Fey

Fey creatures do not trust your presence and automatically become wary upon seeing you, gaining advantage on all passive perception towards you, and disadvantage on passive perception on the rest of their environment. You have a natural disadvantage when interacting with Fey.

Retribution

At 3rd level, as an action, you can cast this spell to harm enemies or heal allies.

Healing or damage done by the caster on this turn cannot be reversed.

In addition, the enemy taking damage will receive 2d4 necrotic damage.

Once you use this feature three times, you cannot use it again until you finish a long rest.

Aura of Verity

Starting at 7th level, you and friendly creatures within 10 feet of you gain bonus +2 on rolls against deception while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Judgement Cast

As the spell is cast, Inp'bisckal determines whether the target is balanced on the scales, if not and they lean too far in the realms of unholy or holy, they must make a Wisdom saving throw and realign themselves on the parameters of justice. If they fail, the target takes 3d12 necrotic or radiant damage.

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