Base Class: Paladin
“I no longer seek strength from the divine above, nor bloodshed below. My vow is etched in the bones of who I am, not who others would have me be. Let my deeds be my scripture, and my honour be my shrine.”
Some paladins are shaped not by gods, but by fire—by failure, regret, and the long road to vindication of their soul. These knights walk the Oath of Inner Conviction, a sacred and solemn vow to walk a path forged not by doctrine, but by experience, memory, and unwavering conscience. They are champions not of a church, but of the ideal that good must be chosen freely to matter.
Where others preach peace or vengeance, these paladins embrace the burden of moral clarity. They do not excuse the past—they learn from it. They do not speak of justice—they live it, at great cost, and without apology.
Tenets of the Inner Conviction
This oath is rarely written. It is lived. Its precepts are passed from soul to soul, in firelight confession and deathbed reflection.
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The Flame Within Is Sacred: The light of one’s own conscience is a holy fire. Guard it, feed it, and let no outside voice quench its truth.
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Glory is the Fruit of Goodness, Not Its Root: Let not your deeds be for honour, but let honour be found in your deeds.
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Memory is the Forge of the Soul: Do not flee from who you were. Reckon with it. Heal it. Let your past sharpen your future.
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Stand Unbidden: When the world demands obedience, rise by your own will. When others kneel, ask why.
Paladins of this Oath usually follows one of several of the tenets, although it is not required, as long as the Paladin is true to oneself.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | heroism, sanctuary |
| 5th | calm emotions, hold person |
| 9th | counterspell, hypnotic pattern |
| 13th | freedom of movement, death ward |
| 17th | greater restoration, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Clarified Conviction: You can use your Channel Divinity to augment your presence with the strength of your conviction. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) and (Intimidation) checks for the next 10 minutes.
Echo of the Soul:
As a bonus action, you call forth a spectral memory—an echo of a defining moment in your past. Choose one creature you can see within 60 feet. A translucent image of your former self (or a figure from your memory) appears beside them for 1 minute. The manifested echo offers quiet guidance, or enigmatic pandemonium — only you and the target can perceive it.
While the echo remains:
- Once per turn, if the target is friendly, when the target makes a saving throw, you can use your reaction to grant the target +2 to that roll.
- Once per short rest, If the target is hostile, you can use your reaction to give them -2 on their first attack each round.
You can use this feature after the roll is made, but before you know the outcome of the roll.
Hymn of Inner Resonance
Your inner harmony increases as you become a Paladin with an oath to your true self. It almost becomes like a melody of the being, that you were meant to be. This achievement of self-resonance results in you being able to use your Paladin skills faster and more natural, and even comes with enhanced benefits.
You gain the ability to cast Lay on Hands with your Bonus Action. You can also expend 5 Hit Points from the pool of healing power to touch a creature and end one condition on it: Deafened, Paralyzed, or Poisoned. Additionally, you can expend 10 Hit Points from the pool of healing power to touch a creature and end the Exhaustion condition. Lastly, you can expend 15 Hit Points from the pool of healing power to touch a creature and end the Petrified or Stunned condition.
The points spent to end a condition does not restore Hit Points to the creature.
Aura of Clarity
Starting at 7th level, your unwavering presence grants mental fortitude to those around you. You and friendly creatures within 10 feet have advantage on saving throws against illusions and being blinded or deafened.
At 18th level, the range of this aura increases to 30 feet.
Soul Unbound
At 15th level, your inner strength is so deeply rooted that magical forces struggle to touch your essence.
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You are immune to being charmed or dominated.
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When you succeed on a saving throw against an effect that would alter your form, suppress your will (such as polymorph, geas, or dominate person), or prevent you from acting (hold person), you may choose one of the following:
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Regain one expended Channel Divinity.
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Cause the caster to immediately make a Wisdom saving throw or be stunned until the end of its next turn.
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Ascendance of Inner Self
At 20th level, your conviction transcends mortal limits. As an action, you may become the living embodiment of inner resolve for 1 minute. While transformed:
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You gain resistance to all damage.
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When you or an ally within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll with advantage.
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You emit a 30-foot aura of stillness. Enemies within it must roll a Wisdom saving throw at the start of each turn. On a failure, they cannot take reactions and have disadvantage on attack rolls until the start of their next turn.
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Your melee attacks deal an additional 2d8 radiant damage. If you deal this damage to a creature that is frightened, charmed, or possessed, the condition ends immediately.
Once you use this feature, you cannot do so again until you finish a long rest.
Previous Versions
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9/3/2025 7:15:04 PM
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