Base Class: Paladin
The Oath of Balance paladins are great sentinels and protectors of society. They understand that peace in society is important, and anything that disrupts the peace can be a major threat. With this in mind, the paladins do their best to keep balance in the world, while quashing any attempts to disturb this balance. This means that they tend to travel from place to place, but they leave each area knowing that their efforts were not in vain.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | Alarm, Find Familiar |
| 5th | Suggestion, See Invisibility |
| 9th | Haste, Glyph of Warding |
| 13th | Freedom of Movement, Locate Creature |
| 17th | Wall of Force, Commune |
Channel Divinity
You gain two Channel Divinity options:
Defender of the Righteous. Your Channel Divinity allows you to bless the people around you, imbuing them with righteous power. As an action, you and a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature), gain temporary hit points equal to 1d10 plus your paladin level and are immune to disease for 8 hours.
Halt the Unjust. As a bonus action, you can condemn the actions of the unjust around you. Each creature of your choice within 15 feet of you must make a Wisdom saving throw if it can hear you. On a failed save, the target is Stunned until the end of your next turn.
Aura of Balance
Starting at 7th level, you emit an aura that blocks debilitating effects from setting in. You and friendly creatures within 10 feet of you can’t be Blinded or Incapacitated.
At 18th level, the range of this aura increases to 30 feet.
Swift Judgement
Starting at 15th level, your desire for justice grants you heightened combat prowess. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Harbinger of Balance
At 20th level, you become a true vessel for justice. As an action, you gain the following benefits for 1 minute:
- Your movement speed is doubled.
- Your attack rolls cannot be affected by disadvantage and attack rolls against you cannot be made with advantage.
- Whenever you roll the lowest number on any damage die, you can reroll the die.
Once you use this feature, you can't use it again until you finish a long rest.
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