Base Class: Paladin
Paladins of this oath aren’t tied to one specific deity, rather to the balance in life. Warriors of this oath believe that one should equal balance of light and darkness, joy and pain, and life and death. These paladins wield powers of both light and darkness in equal balance.
Channel Divinity
When you take this oath at 3rd level, you have incredible balance of life and death inside of you, giving you the power to unleash these powers into flames of gold and black that engulf your body. Your channel divinity is replaced with your Twilight Stance. As a bonus action, you can activate your twilight stance. While this is active
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
lesser restoration, flame blade (self) |
|
9th |
|
|
13th |
|
|
17th |
Balance of Mind
Due to your inner balance and divine abilities, you lose proficiency in medium armour, heavy armour, and shields. While not wearing amour, your AC = 10 + your DEX modifier + your CHA modifier. Your unarmed strikes deal radiant or necrotic (your choice), and use either strength, dexterity or charisma. They deal 1d6 until 5th level, 1d8 until 12th level, 1d10 until 15th level, and 1d12 at 16th level. When you make an unarmed strike, you can use your bonus action to make a number of unarmed strikes equal to your proficiency bonus. You can do this a number of times equal to your charisma modifier, and this resets in a long rest. Also, any time you cast a spell that affects a weapon, you can target yourself with it. For example, if you cast elemental weapon, your unarmed strikes would then game +1 bonus to attack and damage roles, and your fists would then deal an extra 1d4 Acid, Cold, Fire, Lightning, or thunder damage.
Unarmed Strike Ability: Charisma
Your Unarmed Strikes deal 1d6 + your charisma modifier bludgeoning, radiant, or necrotic (your choice when you make the attack).
At Higher Level. At 5th level, your unarmed strikes deal 1d8. At 12th level, your unarmed strikes deal 1d10. At 16th, 1d12.
Unarmed Strike Ability: Dexterity
Your Unarmed Strikes deal 1d6 + your dexterity modifier bludgeoning, radiant, or necrotic (your choice when you make the attack).
At Higher Level. At 5th level, your unarmed strikes deal 1d8. At 12th level, your unarmed strikes deal 1d10. At 16th, 1d12.
Unarmed Strike Ability: Strength
Your Unarmed Strikes deal 1d6 + your strength modifier bludgeoning, radiant, or necrotic (your choice when you make the attack).
At Higher Level. At 5th level, your unarmed strikes deal 1d8. At 12th level, your unarmed strikes deal 1d10. At 16th, 1d12.
Aura of Balance
Whenever you and all allies within 10ft of you deal radiant damage, you can deal an extra necrotic damage equal to your charisma. This also applies if you or an ally deals necrotic damage, except the extra damage changes to radiant.
At 18th level, the range of this aura increases to 30 feet.
Solar Nexus Punch
Starting at 15th level, when you make an unarmed strike while in your twilight stance, you can fire the target to make a constitution saving throw against your spell save DC. On a failed save, the target takes 4d8 radiant damage and 4d8 necrotic damage, and be pushed 5ft back and 10ft upward, then fall prone. If this kills the target, the target is engulfed in black and white flames, and disintegrates from existence. You can do this a number of times equal to your proficiency bonus.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
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