Base Class: Paladin
The Oath of Balance binds a paladin to the truth of Law and Chaos, to have all the forces balanced and equal. Oath of Balance Paladins, commonly called Peacekeepers or Peacemakers, are held in high regard by all sides of the planar spectrum of Law and Chaos. They act in wars as justiciaries of the lesser side. Balance Paladins are stubborn and act to get a job done, Fun isn't something one considers when balancing the planescape.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Empowering Will As an action, you can imbue one weapon that you are holding and an ally within 15 feet of you is holding with balanced energy. On the next attack, yours and your allies weapons both do double their standard damage die and count as magic weapons if they weren't all ready.
Channel Divinity: Disarming Glare As an action, you can disarm an enemy within 15 feet of you, you also gain advantage on that enemy until they pick up their weapon. If an ally hits the disarmed enemy before you do you lose your advantage on them.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Balance
Starting at 7th level, when an allied creature within 5 feet of you takes damage you can use your reaction to hit the enemy with a sudden snap of psychic damage equal to double your charisma modifier.
Keeper of Balance
Beginning at 15th level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Return to Sender
At 20th level, Once per long rest, as an action, you can heal all the damage you took on the previous turn as long as you weren't knocked unconscious and send it back to the enemy who dealt the damage to you if they weren't killed the last turn.







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Posted Dec 12, 2020My Player wants to run this subclass, and I have some questions:
What is your ruling on a critical hit with empowered will? 4x dice? 3x dice?
Is there a saving throw for Disarming Glare? It seems OP to make any enemy drop a weapon and essentially lose their next action to pick back up their weapon....