Base Class: Paladin
The Oath of Penance is an Paladin who has forsaken the evil oaths of their past in an attempt to obtain forgiveness. The darkness of yore is being replaced with the light of hope.
A Paladin must be good or neutral and have previously had an evil alignment to take this oath. The Paladin replaces the features specific to his or her Binding Oath with the following Oath of Penance features.
TENETS OF PENANCE
A paladin who takes this oath has the tenets of penance indelibly written upon their heart.
Forgiveness is Possible. You must believe that your past wrongs can be made right.
Replace Suffering with Peace. Leave behind your aggression, and seek to relieve suffering wherever you may find it.
Hope Above All. Help others to follow the path of the Light.
Penance Spells
A Penance paladin loses previously gained oath spells and instead gains the following Penance spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | shield of faith, cure wounds |
| 5th | lesser restoration, calm emotions |
| 9th | mass healing word, remove curse |
| 13th | stoneskin, guardian of faith |
| 17th | greater restoration, hallow |
Channel Divinity
A Paladin of Penance of 3rd level or higher gains the following two Channel Divinity options.
Preserve Life. You can use your Channel Divinity to heal the badly injured by taking their wounds unto yourself. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. You then take half the damage healed (rounded up) as necrotic damage that ignores resistances and immunities. This feature has no effect on undead or constructs.
Blessed Flight. You can use your Channel Divinity to call upon the Celestial Realms and bless someone with flight in exchange for your own mobility. As an action, you touch a creature and imbue it with holy energy. For 10 minutes, the target gains glowing ethereal wings, which grant a fly speed of 30 feet for the duration. During this duration, your base movement speed becomes 15 feet.
Aura of Gifts
Starting at 7th level, you are so familiar with pain and suffering that you can take upon yourself the afflictions of others. Friendly creatures within 15 feet can use a reaction to become immune to one of the following conditions: blinded, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, restrained, or stunned. When they do so, you take on the condition they would have suffered.
At 18th level, the range of this aura increases to 30 feet.
Healing Adept
Starting at 15th level, all healing spells you cast and your Channel Divinity Preserve Life ability heal an additional amount of hit points to their targets equal to your Charisma modifier.
Celestial Guardian
At 20th level, you can assume the form of a ministering angel. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
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You emanate an aura of bright light in a 30-foot radius, and dim light 30 beyond that.
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Ally creatures that begin their turn inside the bright light heal 10 hit points.
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Enemy creatures that begin their turn inside the bright light take 10 radiant damage.
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As an action, you may make a melee spell attack against one creature. If the attack hits, the target takes radiant damage equal to 4d10 + your Charisma modifier.
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As an action, you may target one willing creature within the bright light, and they receive hit points equal to 4d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/5/2018 4:15:45 PM
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883
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22
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1.0
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Coming Soon
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