Paladin
Base Class: Paladin

You have sworn to balance the cosmic scales of the universe, following in the footsteps of the Warrior-Saint, an immortal justiciar who fights to maintain order and balance between the infinite planes. Those who take this oath are forever bound to fight and slay creatures that go against the order of the cosmos, such as fiends that would seek to destroy the heavens, or angels that hunger to purify the hells. Otherworldly entities such as the ever-conflicting Alrisen often attract the attentions of these justiciars, who work to support the losing side so that the world will not be destroyed by their conflict, and so all mortal individuals will retain the right to choose instead of being forced to obey the unconscious desires of greater beings. If a conflict arises that cannot be contained by words alone, it is your task to decide the outcome. You are the judge and the executioner, and the world is your courtroom. All shall rise in your honor, and all shall fall by your hand.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells

Channel Divinity

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

As Above. As a bonus action, you can use your Channel Divinity feature to call down cosmic fire from the higher planes to burn away at a creature you can see within 30 feet of you. The target must make a Charisma saving throw against your paladin spell save DC. If it fails, it takes radiant damage equal to 10 + your paladin level and become immersed in an ethereal light, preventing it from taking the Hide action or being invisible for one minute.

So Below: As an action, you can use your Channel Divinity feature to summon the corrupted vigor of the lower planes to lend power to your voice. Each fey, celestial, and aberration within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute.

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 or 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Censure

Beginning at 7th level, the powers of the servants of otherworldly entities wither before your impartial gaze. Spell attacks targeting allied creatures within 10 feet of you are made with disadvantage.

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



From Whence You Came

Starting at 15th level, whenever you hit a creature with a melee attack and activate your Divine Smite feature, you can choose to push the creature up to 15 feet directly away from you.

Cosmic Executioner

At 20th level, you finally understand that the Warrior-Saint was once a mortal paladin like you who had taken the same oath you did. As an action you can channel its power, causing the Saint’s ethereal hands to manifest from your back. For one minute, you gain the following benefits:
• You gain resistance to all damage
• Damage you deal ignores resistances and immunities.
• If you would be affected by a spell of 5th level or lower that deals damage, you can use your reaction to cast that same spell without expending a spell slot.
• When you could move, you can choose to teleport an equal distance instead.

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