Base Class: Paladin
A Retributer is a paladin who's ideals were broken, twisted or pushed to the limits of their faith. Whatever original warmth that engulfed the heart of the paladin has been forever altered, and now only cold, pain and vengeance remains.
A paladin must be at least 3rd level and have a defining moment or event in their past that lend to this path.
"The path of Retribution is fraught with struggle and pain. But you can't move mountains with hugs and high-fives."
-Waddaschac Enrufasce
TENETS OF RETRIBUTION
Loyalty. Be loyal to those that deserve vengeance.
Mercy. Show none of this to any that require retribution.
Emotion. Connections to a people's emotional needs drives you.
Trust. Do not trust those with the desire to see you falter.
Bond. Making bonds will strengthen your resolve.
Channel Retribution
When you take this oath at 3rd level, you gain the following two Channel Retribution options.
Honoured Weapon. As an action, you can imbue one weapon that you are holding with concentrated energy, using your Channel Retribution. For 1 minute, you add your Constitution modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits dim light in a 20-foot radius. 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 Unworthy. As an action, you present your holy symbol and speak a prayer censuring evil aligned enemies, using your Channel Retribution. Each evil aligned enemy 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Determination
Beginning at 7th level, you begin to overflow with determination and emanate a protective aura reducing burgeoning damage for yourself and friendly creatures within 10 feet of you while you are conscious.
At 15th level, the aura includes slashing damage resistance.
At 18th level, the range of this aura increases to 25 feet and includes piercing damage resistance.
Need for Redemption
Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hot point instead. You may also utilize this ability on a fallen comrade that is within 30 ft of you. Once you use this ability, you cannot use it again until you have finished a long rest.
You also you no longer age, suffer none of the drawbacks of old age, and can no longer be aged by natural, magical or divine means.
Eternal Retribution: Test of Wills
At 20th level, as an action, you can imbue one of your weapons with concentrated energy of one of the following: ice, fire, poison, or necrotic types.
When you strike an enemy with your imbued weapon, they take weapon damage plus 1d6 of the selected damage type. You can elect to use only the energy as the attack instead of the normal damage, this is know as Test of Wills, if you do so the creature takes 2d10 plus your Constitution modifier damage of whichever type (ice,fire,poison,necrotic) was chosen that day, this type can only be chosen once per day.
If this Test of Wills damage option is chosen you and the enemy must roll 2d20s against one another, adding your Constitutions, the higher number wins, a tie counts as a succusful save for the enemy.
A critically failed save roll (1 on either d20) recieves full damage regardless of resistances. A saved roll takes half damage.
Once you have choosen the damage trait of this feature, you can't change it until you finish a long rest.
Comments