Paladin
Base Class: Paladin

Both good and evil must exist in the world to keep balance, but both should be kept in check. Evil will never be allowed to dominate over good; but never completely destroyed either. On the other hand, the forces of good who would seek for evil to be utterly destroyed must also be kept in check. For without evil, the world would fall to lethargy, apathy, and eventually fade and die. However, if evil were allowed to dominate life would become self-destructive and be extinguished. Paladins who swear to the Oath of Balance vow to keep this equilibrium in check, and are often known as Grey Knights. Paladins of this Oath are not above committing evil deeds if it is deemed necessary to keep balance, but most would look for other means before committing heinous acts of evil. Most Paladins of this oath are Neutral, though personal beliefs may lean them toward any alignment

Channel Divinity

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

Rebuke Evil and Good. As an action, you present your holy symbol and speak a prayer rebuking a Celestial, Elemental, Fey, Fiend, or Undead, using your Channel Divinity.  If the creature hits you with an attack, it takes psychic damage equal to your Charisma modifier (minimum of 1) plus your Paladin level.

You can end this effect as part of another action on your turn, otherwise it lasts for 1 minute or until the creature falls to 0 HP or unconscious.

Turn Evil and Good. As an action, you present your holy symbol and speak a prayer censuring one of the following: Celestials, Elementals, Fey, Fiends, or Undead, using your Channel Divinity. Each creature of the chosen type 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 Balance Spells

Aura of Balance

Starting at 7th level, when an allied creature within 10 feet of you takes damage you can use your reaction to give the creature resistance to all damage from its attacker until the start of your next turn. At 18th level, the range increases to 30 ft.

ALTERNATE
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to all damage from celestials, elementals, fey, fiends, and undead. At 18th level, the range increases to 30 ft.

Keeper of Balance

Starting at 15th level, the damage you deal with your Divine Smite ability increases by 1d8 against celestials, elementals, and fey in addition to fiends and undead. Additionally, you may choose to deal necrotic damage in place of any radiant damage dealt from a paladin spell or ability and vice versa.

Master of Evil and Good

I haven't made this yet

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