Base Class: Paladin
Oath of Equilibrium
Tenets of Equilibrium
Paladins who swear the Oath of Equilibrium are arbiters of balance—not good or evil, but stability. Their creed is not mercy or vengeance, but proportionality. They weigh acts, assess worth, and deliver measured consequence with clarity and conviction.
Core Tenets:
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Balance Above Bias: Act not from anger or favor. Restore the scale with precision, not passion.
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Judgment Must Be Earned: Do not act blindly. Know your target—assess intent before meting outcome.
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Control Is Strength: Power without restraint is chaos. Master yourself before mastering others.
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Sacrifice Is the Price of Power: What is gained must be paid. Be ready to bleed for truth.
Subclass Features
3rd Level: Channel Divinity Options
Seal of Stillness
As an action, you brand a creature within 30 feet. It must make a Wisdom saving throw or become unable to teleport, become invisible, or benefit from Resistance for 1 minute. Ends early if they take radiant damage from you.
Balance the Scale
When a creature within 10 feet of you deals damage, you can use your reaction to reduce or increase its damage by an amount equal to your Paladin level. You must choose before damage is rolled.
7th Level: Aura of Equilibrium
You and allies within 10 feet have advantage on saves against against being charmed, frightened, or affected by enchantment spells. Additionally, whenever a creature within the aura takes damage while under an ongoing condition, they gain temporary hit points equal to your Charisma modifier.
Radius increases to 30 feet at level 18.
15th Level: Judge and Divide
Once per long rest, when you hit a creature with a melee attack, you can choose to divide it from its power:
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The creature loses all resistances and immunities for 1 minute.
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Its next saving throw is made with disadvantage.
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You gain +10 movement speed and resistance to the damage type it most recently dealt.
20th Level: Avatar of Balance (1/long rest)
As an action, you channel the full force of cosmic parity for 1 minute:
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You emit a 30-ft aura of Silence and Slow—enemies within begin their turns with halved movement and can’t cast more than one spell per turn.
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You may choose to reflect a single spell or ability back at its caster once during the duration (no action required).
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You score a critical hit on a 19 or 20.
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Radiant damage you deal ignores resistance and immunity.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Equilibrium Spells table.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Absorb Elements |
| 5th | Zone of Truth, Hold Person |
| 9th | Counterspell, Spirit Guardians |
| 13th | Compulsion, Death Ward |
| 17th | Wall of Force, Synaptic Static |
Channel Divinity
At 3rd level, you gain the following two Channel Divinity options:
Seal of Stillness
As an action, you can brand a creature within 30 feet with a divine seal of equilibrium. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be affected for 1 minute.
While branded:
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The creature cannot teleport, turn invisible, or gain Resistance to any damage type.
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The effect ends early if the creature takes radiant damage from you.
This brand represents a disruption of imbalance, tethering the target to the present and exposing them to judgment.
Balance the Scale
When a creature within 10 feet of you deals damage, you can use your reaction to adjust the weight of their action.
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You may increase or decrease the total damage dealt by an amount equal to your Paladin level.
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You must decide before the damage is rolled.
This act of divine balance can be used offensively or defensively, punishing excess or empowering justice.
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Aura of Equilibrium
At 7th level, you exude a calming field of rational clarity that tempers extremes and reinforces willpower.
You and friendly creatures within 10 feet of you gain advantage on saving throws against being charmed, frightened, or compelled.
Additionally, when a creature within this aura is affected by a condition (such as grappled, restrained, paralyzed, etc.) and takes damage, they gain temporary hit points equal to your Charisma modifier (minimum 1).
At 18th level, the range of this aura increases to 30 feet.
Judge and Divide
Once per long rest, when you hit a creature with a melee attack, you can choose to divide it from its power:
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The creature loses all resistances and immunities for 1 minute.
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Its next saving throw is made with disadvantage.
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You gain +10 movement speed and resistance to the damage type it most recently dealt.
Avatar of Balance
As an action, you channel the full force of cosmic parity for 1 minute. For the duration, the following effects apply:
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You emit a 30-foot aura that applies Silence and Slow effects to enemies. While in the aura, enemies begin their turns with halved movement speed and can cast only one spell per turn.
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Once during this duration, you may reflect a single spell or ability back at its caster (no action required).
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You score a critical hit on a roll of 19 or 20.
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Any radiant damage you deal ignores resistance and immunity.
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