Base Class: Paladin
Oath of the Fractured Soul
The Oath of the Fractured Soul is a calling restricted to those who are at war with their own nature. It is the path of the "Redeemed Monster"—paladins born with infernal blood, cursed lineages, or dark pasts who seek to serve the light, yet cannot fully purge the darkness within.
Unlike other paladins who are defined by a single unyielding ideal, these warriors are defined by their internal conflict. They are the Shield and the Sword, the Saint and the Executioner. They do not choose which face they show to the world; the chaos of battle chooses for them. To swear this oath is to admit that one is broken, and to vow that even a broken thing can still defend the world.
Tenets of the Fractured Soul
The tenets of this oath are a paradox, requiring the paladin to hold two opposing philosophies in their heart without shattering.
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The Coin’s Edge: You are neither fully of the light nor fully of the dark. You exist in the grey. Do not mourn your nature; use it.
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The Shield’s Mercy: When the light manifests, you are a guardian. You must protect the innocent above all else. In this state, to strike out of anger is to fail.
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The Sword’s Judgment: When the dark manifests, you are an avenger. You must excise the wicked without hesitation. In this state, to show weakness or pity to a monster is to fail.
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The Unbroken Will: Your soul may be fractured, but your word is iron. You are the chain that binds the demon within. If the chain breaks, you are lost.
Visual Manifestations
A paladin of the Fractured Soul often undergoes physical changes depending on which aspect is dominant.
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The Shield: When the paladin embodies Devotion, their presence is calming. Their eyes may glow with soft blue or white light, their movements become measured and graceful, and their strikes are intended to disarm or drive back rather than maim.
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The Sword: When the paladin embodies Vengeance, their presence is terrifying. Shadows may seem to cling to their armor, their eyes may burn with hellish fire, and their fighting style becomes brutal, efficient, and predatory.
Introduction to the Setting
Appropriate for the Forgotten Realms: Knights of the Fractured Soul are rare and often misunderstood. They are frequently found among the Order of the Gauntlet or operating as lone vigilantes in cities like Waterdeep or Baldur's Gate (similar to the "Batman" archetype). They are often Tieflings, Half-Orcs, or those touched by the Shadowfell who worship gods of justice like Tyr or Torm, begging the gods to give their dark impulses a righteous purpose.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Hunter's Mark, Sanctuary |
| 5 | Misty Step, Zone of Truth |
| 9 | Beacon of Hope, Haste |
| 13 | Freedom of Movement, Banishment |
| 17 | Commune, Hold Monster |
Channel Divinity: The Fractured Soul
When you create this feature in D&D Beyond, add two "Action" options so both appear on your sheet. You only use the one determined by your roll.
At the start of combat, roll a d6. The result determines your alignment for this battle:
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1-3 (The Shield): You embody the Oath of Devotion.
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4-6 (The Sword): You embody the Oath of Vengeance.
Level 3: Channel Divinity: The Fractured Soul
When you create this feature in D&D Beyond, add two "Action" options so both appear on your sheet. You only use the one determined by your roll.
At the start of combat, roll a d6. The result determines your alignment for this battle:
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1-3 (The Shield): You embody the Oath of Devotion.
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4-6 (The Sword): You embody the Oath of Vengeance.
Option 1: Sacred Weapon (The Shield) Action. For 1 minute, your weapon flares with bright light. You add your Charisma modifier to attack rolls made with that weapon, and the weapon is considered magical.
Option 2: Vow of Enmity (The Sword) Bonus Action. Choose a creature within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Sacred Weapon (The Shield)
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.
Vow of Enmity
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Level 7: Aura of Duality
The Shield
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
The Sword
Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Level 15: Unstable Defense
- If you are The Shield (1-3): You are permanently under the effects of the Protection from Evil and Good spell.
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If you are The Sword (4-6): When a creature under your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Protection from Evil and Good
Protection from Evil and Good
Level 20: The Perfect Equilibrium
As an action, you can embrace both sides of your soul for 1 hour.
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You gain the benefits of both your Level 7 Auras.
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You can use both Channel Divinity options in the same combat (assuming you have uses left).
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You emanate an aura of Gloom (30 ft) that damages enemies and an aura of Sunlight (30 ft) that heals allies.
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Gloom: Enemies starting their turn in the aura take 10 necrotic damage.
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Sunlight: Allies starting their turn in the aura regain 10 hit points.
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Once you use this feature, you can’t use it again until you finish a long rest.