Paladin
Base Class: Paladin

The Oath of Inner Turmoil takes root in Paladins who swear to a moral code they struggle to follow. These Paladins balance life interaction to interaction, making good and evil decisions based on the outcome they desire. However, for every morally driven action taken, there is always an equal and opposite decision to be made.

Many paladins who are unable to hold to their oaths fall into this oath by happenstance, fighting their conflicting morals to try and reach the best outcomes. Gods of trickery and Chaos often employ these paladins to enact their plans. Others may subscribe to the idea of villainy and attempt to embody the disposition of devils and demons, but often lack the courage or inherit evil to fully commit to atrocious acts.

These paladins share the following tenets:

  • For everything good in the world, there will always be an evil of equal worth.
  • Strive for good and use evil to deal punishment.
  • Do what must be done for the greater purpose.

Moral Scale

You balance the desire to do good with the necessities of evil to take action. You gain 2 maximum points of Justice and 2 maximum points of Malice and you can use your points to fuel your Moral Scale abilities. Doing so spends points from either your Justice or your Malice and gives you points in the other. You also gain access to the following abilities:

Encourage. When a creature you can see fails a Saving Throw, you can use your reaction and expend 1 Justice point and add 1d4 to the total. When you do, you gain 1 Malice point.

Disparage. When a creature you can see succeeds a Saving Throw, you can use your reaction and expend 1 Malice point and subtract 1d4 to the total. When you do, you gain 1 Justice point.

When you complete a long rest, you can regain Justice and Malice points up to a total of 2 points.

At 7th, 15th and 20th Level, your maximum Justice and Malice point maximums and number of points you can regain each long rest increases by 1.

Oath of Inner Turmoil Spells

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

Wuthering Heart

Your moral compass helps you to navigate tough social circumstances. When you fail a Charisma Skill Check, you can add 1d6 to the roll, potentially turning the failure into a success.

Also, as a Bonus Action, you can expend a use of your Channel Divinity and for the next hour you gain advantage on Charisma Skill Checks and Charisma Saving Throws.

Protection and Punishment

 You gain the following Moral Scale abilities:

Protective Magic. When a creature within 15ft of you is attacked, you can use your Reaction and spend 2 Justice Points to give the creature a bonus to their AC equal to your Charisma Modifier for that attack. You also gain 1 Malice point.

Punishing Strike. When you successfully attack a creature, you can use your Bonus Action, spend 2 Malice points and gain 1 Justice point to force the creature to make a Charisma Saving Throw. On a failure, the creature takes an additional 2d8 psychic damage and the creature is knocked Prone. On a success, the creature takes half damage only.

Assistance and Manipulation

You gain the following abilities for your Moral Scale:

Attack Assistance.  You can use your Bonus action and expend 3 Justice points (as well as gain 2 Malice points) and target an allied creature within 15ft.. For the next minute, that creature gains a bonus to their next weapon attack equal to your charisma modifier. If the attack is successful, it deals an additional 2d8 radiant damage.

Enemy Manipulation. When you successfully land an attack against a creature, you can expend your Bonus Action and 3 Malice Points (as well as gain 2 Justice points) to force that creature to make a Charisma Saving Throw. On a failure, the creature takes 3d8 Psychic damage and is Charmed until the end of it's next turn and must spend it's next action on it's turn to attack a creature of your choosing. If it cannot, it takes an additional 1d8 psychic damage. On a success, it takes half damage instead and regardless of whether it succeeds or fails, the creature is also Frightened for the next minute. The creature can repeat the saving throw at the end of it's turn to end the Frightened condition.

Bolster and Break

You gain the following Moral Scale abilities:

Bolstering Rally. As an action, you can spend 4 Justice points and expend one use of your Channel Divinity (as well as gain 3 Malice points) to give yourself and up to 3 other creatures within sight 40 temporary hit points.

Mind Breaker. As an action, you can spend 4 Malice points and expend one use of your Channel Divinity (as well as gain 3 Justice points) to target a creature you can see within 90ft of you and force them to make a Wisdom Saving Throw. On a failure, the creature takes 12d8 psychic damage and is Charmed for 1 minute. The creature can only take either an Action, a Bonus Action or their movement on their turn while charmed this way and repeats the saving throw at the end of their turn.

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