Paladin
Base Class: Paladin

Tenets of the Paramand


The Oath of Paramand may be sworn by servants of arcane gods, pantheons of knowledge, or worldly fellowships. Though the exact requirements may vary, the oath's core principles are unchanging.

Uphold the Balance. Distance yourself from all extremes and the strife inherent to such division. The world is what it is, and each player has their part. Strike against that which would threaten this harmony.

Moderate Your Passion. Intense emotion is the birthplace of the conflicts you seek to quell. As in all things, be sober and employ your mind over your heart.

Seek After Truth. Of all things that are, truth is the greatest of them all. Its objectivity enables reason and reveals the blindness of vehement dogma.

Guide the Lost. Though you be a conqueror of imbalance, you sow only sectarianism if you forget to be an aid to those without your insight. Offer your respect to those who do not understand the virtues of balance. In time, your compan-ionship will turn them to your cause.

Oath Spells

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

Oath of Paramand 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.

Channel Arcana.  You can use your Channel Divinity to tap into a well of arcane power. You can choose a spell from the wizard spell list and cast it using a spell slot. The spell you choose must be of a level you are capable of casting and must be cast with an action or bonus action.

Turn the Extreme. As an action, you speak an ancient word of power that drives away cosmic imbalance, using your Channel Divinity. Each dragon or giant that is not of a true neutral or unaligned alignment within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.

Aura of Detachment

Starting at 7th level, your mind is disconnected from the petty quarrels and shifting opinions of the world. While you’re not incapacitated an aura extends 10 feet from you in every direction, but not through total cover.

Creatures of your choice within your aura gain advantage on Intelligence saving throws and cannot have their alignment changed by magic. 

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

Consecrated Casting

Beginning at 15th level, you can channel holy energy into your spells, empowering them beyond their base functions. As a bonus action when you expend a spell slot to cast a spell you can empower it as though casting it at a higher level by spending Lay on Hands points. You must spend 10 points per level of increase, but you cannot increase a slot beyond the highest level spell slot you are capable of casting. 

Impose Compromise

At 20th level, you can emanate an aura of moderation, forcing others to see the error of their cause and weakening their will to fight

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have truesight out to 30 feet.
  • You have resistance to all bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Creatures of your choice you can see within 30 feet of you have disadvantage on all attack rolls. An affectected creature can end this effect on itself by succeeding on a Charisma saving throw against your paladin spell save DC as an action, and it cannot be subjected to this effect again for 24 hours.

Once you use this feature, you can’t use it again until you finish a long rest.

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