Paladin
Base Class: Paladin

 

Paladins who break their oath may choose to become an Oathbreaker,  or they may embark on a journey that requires them to take a Penance. Along this path, Paladins embrace a penance, and once it is complete they will be restored to the original Oath they swore to. Paladins who undertake this oath learn to unleash their guilt on to others, projecting it outwards, form themselves. Their penance is heavy and tangible, their guilt and penance is their weapon.

 

Tenets

  • Mea culpa, mea culpa, mea maxima culpa: Remember your reason, remember your sin and why your oath is broken
  • Penance is absolute: The penance you swore too is not just another oath, it is your life and absolving it is your goal.
  • Teacher and student: You are both teacher and student along this journey, teaching others how to recognize their faults and helping them over come them, all while learning to better yourself through the process.
  • Honesty and Self-Denial:  You must be honest with yourself and hold yourself accountable, all while denying your desires. 

 

Penance: Roll a d8 to determine your penance or work with your DM to determine a Penance that works best for your character

  1. Shelter and feed the needy 
  2. Praying for the living and deceased 
  3. Bearing wrongs 
  4. Preaching and advising the doubtful 
  5. Defense of the Right and Justice 
  6. Endurance of persecution 
  7. Offer and Acceptance of forgiveness 
  8. Comforting the Sorrowful 

Inspired by: Corporal and Spiritual Acts of Mercy 

References: Penitential Practices for todays Catholics

Channel Divinity

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

Penitent's Decree. As an action, the you present your holy symbol, targeting one creature you can see within 30ft of them. The target must make a Wisdom saving throw against your spell save DC. If the creature is of evil alignment, the creature has disadvantage on this saving throw. If a creature fails, they must obey your commands for 24 hours or until you use this channel divinity feature again. Once the 24 hours are up, the creatures' alignment shifts one alignment, towards good.

Penitent's Curse. As an action, you present your holy symbol and speak a penance of guilt and sorrow. Using your Channel Divinity. Each creature of your choice that can see or hear you within 30 feet of you must make a Charisma saving throw against your spell save DC. If the creatures fail their saving throws, they fall prone, weeping in sorrow for 1 minute or until they take damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Guilt Spells

Aura of Guilt

Starting at 7th level while you are conscious, enemy creatures within 10ft of your aura take 1d6 psychic damage when attacking the paladin or take the creature takes 1d8 psychic damage when attacking an ally.

At 18th level, the range of this aura increases to 30 feet. the 1d6 psychic damage becomes a 1d8, and the 1d8 psychic damage turns to a 1d12

Penitence of Self-Flagellation

Beginning at 15th level, you partake in a form of Self-flagellation that aids you in battle:

  1. At the start of your turn, you may spend 2 Hit Dice, and your reduce your HP by the total rolled. 
  2. When you spend the hit dice at the start of your turn, you can advantage on Attack Rolls for the turn. 
  3. You can only use this feature a number of times equal to your Charisma Modifier, all uses come back on long rest. 
  4. When you kill a creature, you regain 2 hit dice back. 

 

Confiteor's Embodiment

At 20th level, As a Bonus Action you embody what it means to be a penitent and to acknowledge ones sins, you gain the following benefits for 1 hour.

  • You have resistance to all damage
  • While conscious, if you start your turn with half your HP or less, you regain 20HP
  • When an enemy damages you with a melee attack, you can use your reaction and make one attack.
  • This feature can be used again after a long rest or if you spend a 5th level spell slot. 

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