Paladin
Base Class: Paladin

Oath of the Rebirth Paladins are sent forth by there Patron to redeem themselves. These Paladins are given Specific tasks from there Deity that must be completed in order to cleanse there soul and allow them to rest in peace upon death. Oath of the Rebirth Paladins have died and been brought back to life by there deity to achieve to atone for there evil ways and given missions and tasks to achieve it. The Paladins Oath Presents them with facing and dispatching evil where ever they are as well as saving those of good when ever possible. The Oath of Rebirth Paladins knows and feels the evil around them and can sense supernatural and extra planer entities.  It is with great regard that the Rebirth paladin brings forth the power of there deity to slay the evil he is tasked to kill. 

Tenets Of Rebirth

The tenets of the Oath of Rebirth are standards of goodness and redemption set forth by his or her Deity.

Freedom.  The right for all people to choose the best course of there own life is an essential and dominating force. 

Worthiness. Proving to ones self thru ones actions his/her internal struggle of right and wrong and between good and evil.

Dedication. The ability to stay on the task to follow the quest put forth by ones deity to redeem themselves from evil.

Oath Spells

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

Oath of Rebirth Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Purification.  You can use your Channel Divinity power after an attack that hits to add an extra 10 points radiant damage to a smite.

Rebuke the Damned.  You can use your Channel Divinity to rebuke those who stand against you. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of Absolution

Starting at 7th level,  Your Deity's power shields you and your allies from harm providing a safe haven from magic and its effects.

While you are conscious, You and all allies and creatures you chose worthy within 10 feet are radiated with the power of Absolution bestowing them with advantages on saves vs magic and magical effects, While also giving the the Paladin SR vs magical damaging effects as well.

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

 

 

The Watchful Eye

Starting at 15th level, a holy presence embodies you great with fighting insight into your enemies next attack, thus allowing you to deflect the blow and use your own reaction to attack back. The attack does not need to be a hit for the counter attack, but If the attacks are hits they deal no damage to you due to the shields deflection. If the attacker gets more then one attack in a round the Paladin can use a spell slot if possible to gain a 2nd reaction to block the second attack. Only 2 attacks can be deflected this way a turn and retaliated against. You must decided as the attack is rolled if you want to deflect it and retaliate before the dice is rolled after the DM declares the attack against you. You can use this ability to also deflect up to 2 incoming missile attacks but you can not retaliate against them.

 

Redeeming Absolutions Fate

20th level, you become an avatar of renounced evil, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). 5 minutes Duration
  • You Radiate an Aura of energy that deal 15 points radiant damage to all evil creatures in a 5ft radius each round. 10 rounds duration

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