Base Class: Paladin
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
Source: Xanathar's Guide to Everything
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Level 3: Oath of Retribution Spells
Level 3: Oath of Retribution Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, heroism |
| 5 | Hold Person, Lesser Restoration, Aid |
| 9 | Haste, Beacon of hope |
| 13 | Banishment, Dimension Door |
| 17 | Hold Monster, Scrying |
Level 3: I am their shield and Sword
Level 3: Vow of Trials
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against your enemies. You have Advantage on attack rolls against them for 1 minute, but they will have advantage against you as well.
If the creature drops to 0 Hit Points within 10 feet of you, you can give a friendly creature within 30 feet temp HP equal to your paladin level
Level 7: Aura of Penance
Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet
Level 15: Through pain, we heal
Your magical aura now radiates protective energy. Whenever you cast smite or healing magic, you can heal a friendly ally or yourself for your charisma modifier and proficiency modifier up to your aura
Redemption is for those who seek it
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. If any allies in your aura take damage, they gain resistance to that damage until their next turn.
I am unyielding. You are able to resist going down below 1hp as long as you beat a DC10 constitution check. The check goes up by 5 with each attempt until fail
Hit for hit. If you are damaged, each enemy within your aura takes half of the damage you take as radiant damage
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