Base Class: Paladin
The Oath of Retribution, born from the molten core of righteous fury, emerges as a white-hot blade against the creeping darkness. These paladins are not mere seekers of equilibrium; they are architects of retribution, wielding divine wrath like a blade forged in cosmic fire. The Oath of Retribution’s origins lie shrouded in myth and revelation. Legends whisper of revenants who tore across ages to wrest their justice from cosmic ambivalence. Righteous souls witnessing the slaughter of innocents—their cries echoing through the void. In these moments, the paladins' heart ignited with righteous wrath. They knelt upon blood-soaked earth, swearing an oath to the cosmic scales: for every life unjustly taken, for every blow unjustly suffered, for every peace unjustly broken, retribution would follow.
To outsiders, the Oath of Retribution appears both awe-inspiring and terrifying. Often called Knights Of White Fire, some view these paladins as avatars of cosmic wrath, while others deem them zealots. The uninitiated see their actions as unyielding, their pursuit relentless. Yet, in hushed tones, scholars debate whether their retribution truly serves justice or merely perpetuates cycles of violence they claim to abhor. The Oath’s critics argue that vengeance blinds them, that balance requires mercy. They question whether retribution alone can heal a fractured world. But the paladins remain resolute, their armor adorned with symbols of cosmic scales and burning stars. For they are the few who truly know the scale of what balance requires, and so, the Oath endures—a cosmic flame against encroaching shadows, etching its legacy into the very fabric of existence.
Tenets of Retribution
The tenets of the Oath of Retribution are as old as the cosmic aliments themselves. This oath emphasizes the principles of protecting balance through swift response to that which would threaten it. Its four central principles are simple.
Balance of the Scales: Your very life emphasizes balance. For every act of cruelty, there must be an equal measure of retribution. You must strive to maintain equilibrium, ensuring that neither mercy nor wrath dominates your actions.
Swift Retaliation: Retribution is not passive; it is swift and decisive. You must not wait for evil to strike, proactively seek out evildoers; those who threaten balance the most and respond with righteous fury. Your weapons are tools of divine retribution, striking down wickedness wherever it festers.
The Unyielding Scale: Balance is your creed. Retribution without purpose is vengeance, but for every life taken unjustly, you demand recompense. Your eyes pierce deceit, and their judgment is swift. Mercy is a rare gift, bestowed only when justice is served.
The Ember’s Glow: Your heart burns with purpose. You seek not fame or glory, but the quiet satisfaction of justice served. Your eyes reflect the fire within, and their resolve is unbreakable.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options and conduit of retribution.
Face Justice. As an action, you compel all creatures of your choice within 100ft of you to attack only you. Compelled creatures make a charisma saving throw vs. your spell save dc. Creatures that have suffered damage from your conduit of retribution within 24 hours have disadvantage on this save. If effected creatures target something other than you, they suffer your conduit of retribution.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Turn the Takers. As an action, you present your holy symbol and speak a prayer censuring fiends, undead, and creatures that have suffered damage from your conduit of retribution within 24 hours, using your Channel Divinity. Each fiend, undead, or creature that have suffered damage from your conduit of retribution within 24 hours 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.
Conduit of Retribution
When you succeed on a saving throw against a hostile creature, spell, or when a creature misses an attack against you, that creature suffers damage from your retribution die. your retribution die is equal to your proficiency bonus plus a number of d4's equal to your proficiency bonus as radiant or necrotic damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Retribution 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 |
Aura of Response
Starting at 7th level, you and friendly creatures within 10 feet of you gain a second reaction per turn while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Boundless Retribution
Beginning at 15th level, attacks of opportunity no longer require your reaction. When you hit a creature with an attack of opportunity it must make a charisma saving throw or suffer your conduit of retribution.
Binding Retribution
At 20th level, whenever a creature suffers the effects of your conduit of retribution it must make a charisma saving throw or also suffer the effects of the spell slow.
Previous Versions
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3/24/2024 10:29:43 PM
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