Paladin
Base Class: Paladin
A Paladin who swears the Oath of Atonement has walked through blood and shadow and turned away from it. Often, they are former followers of dark gods like Bhaal, Orcus, or Vecna, now seeking redemption, not through purity, but through reckoning. They do not forget their sins. They carry them. And they fight to ensure no one else makes the same mistakes.
The Oath of Atonement is not one of peace or kindness—it is a burden, a vow to protect life even if it means sacrificing one's own soul. These paladins stand at the edge of damnation and dare to face it with open eyes.
Tenets of Atonement
Remembrance: Never forget the blood you've spilled. Let it temper your judgment.
Restraint: Power should serve mercy, not feed the ego or the god of death.
Sacrifice: Redemption costs. Pay it in pain, not in lives.
Shield the Innocent: You once served death. Now, you serve those who fear it.

Channel Divinity

Chains of Responsibility
As an action, you force a creature within 60 feet that you can see to make a Wisdom saving throw. On a failed save, the creature is restrained by spectral chains of radiant light for 1 minute (save ends at end of its turn). This represents your vow to stop harm—without killing.
Rebuke the Butcher
When a creature within 30 feet makes a melee attack against an ally, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it takes radiant damage equal to your paladin level and must choose a new target or lose the attack.
 

Level 3: Oath of Atonement Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Atonement Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Sanctuary, Shield of Faith
5 Lesser Restoration, Hold Person
9 Counterspell, Revivify
13 Death Ward, Guardian of Faith
17 Greater Restoration, Wall of Force

Level 3: Sacred Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Level 7: Aura of Remorse

Your presence radiates the pain of your past deeds. Hostile creatures within 10 feet have disadvantage on saving throws against being Charmed or Frightened. Additionally, if a creature within the aura drops to 0 HP, you can use your reaction to stabilize them at 1 HP instead—even if you dealt the killing blow.

Aura range increases to 30 feet at 18th level.

Level 15: Burden of the Redeemed

You carry a weight others cannot see. Whenever allies take damage from a spell or attack, you can choose to reduce that damage by half and redirect the other half to yourself as necrotic damage that cannot be reduced or avoided. You absorb the pain willingly, marked by the souls of the slain.
You can use this ability a number of times equal to your Charisma modifier per long rest.

Level 20: Final Penance

You can assume a form that embodies both your fall and your rise. As an action, you become a spectral knight surrounded by burning chains and ethereal wings for 1 minute: You gain resistance to all damage. Your weapon attacks deal an extra 1d8 radiant or necrotic damage (your choice). Enemies that attack you take radiant damage equal to your Charisma modifier (once per turn). You may cast Raise Dead once without material components during this form.
Once used, you can’t use this feature again until after a long rest.

Previous Versions

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