Base Class: Paladin
The Oath of Absolution requires from the paladin grim-resolve and unshakable determination. Also called Iron Gauntlets or Expurger Knights, the Absolutioner Paladins are always on the move constantly seeking for their carry, for it is their duty to capture and kill those who walks on dark paths : Fiendish Cultists, Vampires, Tyrants, Corrupted Ecclesiastics, Befouled Merchants or Diplomats. Former Criminals, they’ve swear to kill any that would follow them on their bad path. They are relentless hunters who never forgive and never forget.
Tenets of Absolution :
Hunt the Wronged : Those who have chosen the wrong path must be hunted and found.
Defend the True : Protect those who works for the society and civilization
Give the Absolution : When a wronged one fall in your hands, harass him until he confess his acts then let his soul rest.
Relentlessly Stride : To receive forgive from your past acts, hurl yourself into the most dangerous fights and paths.
The end justify the means : Your objectives must be achieved no matter the costs. No acts are too wrathful, grim or radical.
Wronged Quarry
Beginning at 3rd level, you gain a favored ennemy : choose a type (or group of types) of the following, you gain advantages on attack rolls, on saving throws, on throw made to search them and add your proficiency bonus to attacks against ennemies of these type : Undead, Fiends, Aberrations, Orcs and Goblinoids, Monstrosities, Feys, Dragons. This doesn’t affect unaligned creatures.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hallowed Castigation - As an action, you can bring judgement to your foes. Choose a creature you instantly make a movement toward her and make an attack with a weapon if your in range, then roll 3D10 if the result is higher than the armor class of the target it takes radiant damage equal to the result.
Trap the Wronged - As an action, you can immobilize your quarry : choose one of the following : 5 creatures you can see are affected or all the creature of your favored ennemy type you can see are affected. The affected creatures made a wisdom saving throw with a disadvantage, if failed they are paralyzed or restrained at your choice for one minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
bestow curse, [Tooltip Not Found] |
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13th |
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17th |
Aura of Absolution
Starting at 7th level, hostile creatures within 10 ft. of you when you start your turn, must success a wisdom saving throw against your spell DC or be charmed, at the end of their turn they can make a wisdom saving throw with an advantage to liberate (same DC).
At 18th level, the range of this aura increases to 30 feet.
Hunter’s Vows
Beginning at 15th level, you swear arcanics vows that harden you in the Hunt of your Foes. You gain proficiency in Constitution and Intelligence Saving Throws. You also cannot be Charmed or Stunned. When you hit a creature with a weapon attack : if it were a critical or if the target is one of your Favored Enemy you can stun or restrain it for d4 rounds. At this level you choose another Favored Enemy from
Grim Absolvor
At 20th level, as an action, you can emanate an aura of grim resolve on a 30ft radius.The aura last for 1 minute and blocks darkvision.
Whenever an enemy creature starts its turn in the aura, the creature takes 10 radiant damage.
In addition, creatures that enter or start their turn in the aura made a wisdom saving throw against your spell DC, if failed they are frightened and cannot move for this round. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/5/2021 9:20:25 AM
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