Oath of the Sinner
The Oath of the Sinner speaks for paladins who, in their past, committed evil acts. They now rebuke their dark past, acting as a protector of good.
Paladins of the Oath of the Sinner, though, do not simply walk on as a paragon of light and justice. Paladins who take up the Oath of the Sinner embark on a journey of self-redemption. They do not run from the darkness within themselves, but instead recognize that unholy aspect and turn it to good.
Tenets of the Sinner
The tenets of the Oath of the Sinner remind a paladin to not forget their origins on the path to good, so they can root out and exterminate evil in its purist forms.
Iniquity. Demonstrate that even dark or sinful acts can be used for good with the right intentions.
Scornful. Coldly stare down evil in its face, and show it no fear, lest it corrupt you again.
Repentance. Accept your own wrongdoings with genuine remorse. Let every action you make atone for your sins.
Oath of the Sinner Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hellish Rebuke, Cause Fear |
| 5th | Darkness, Warding Bond |
| 9th | Bestow Curse, Vampiric Touch |
| 13th | Blight, Shadow of Moil |
| 17th | Enervation, Danse Macabre |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Absolve the Living. You can use your Channel Divinity to bolster your allies in the fight against evil. When you activate this ability as an action on your turn, all creatures you choose within 15 feet of you gain temporary hit points equal to half your paladin level plus your Charisma modifier.
Mourn the Dead. You can use your Channel Divinity to make the spiteful dead serve good before putting them to rest. As an action choose a number of undead within 30 feet of you up to your Charisma modifier (minimum of 1). Each creature you choose must make a Charisma saving throw. On a failed save, the undead becomes charmed by you and will follow your orders for 1 minute. Afterwards, the undead serving you die as their souls are put peacefully to rest. Creatures immune to being charmed can still be affected by this feature, but creatures with a CR greater than half your paladin level are immune to this feature.
Aura of Scorn
By 7th level, your contemptuous presence against the face of evils bolsters your allies against their means of attack. After you finish a long rest, you can choose necrotic, poison, acid, fire, or cold damage. You and friendly creatures within 10 feet of you have resistance to that type of damage. The range of this aura increases to 30 feet at 18th level. This effect lasts until you finish a long rest.
Heinous Cloak
By 15th level, the memory of your past sins only strengthens your resolve and protects you against encroaching evils. Whenever you roll initiative or bring an enemy to zero hit points, you gain a shield of temporary hit points equal to half your paladin level plus your Charisma modifier. While this shield is up, you have immunity to the chosen damage type from your Aura of Scorn.
Avatar of Atonement
By 20th level, your struggle for redemption comes to fruition, and your spirit flows with celestial energy. As an action, you can magically take the form of a redeemed angel, gaining the following benefits for one minute:
• Wings sprout from your back and grant you a flying speed of 60 feet.
• When you take damage from an attack, you can use your reaction to heal an ally within 30 feet of you half the damage of the attack.
• A magical halo forms above your head, shedding bright light in a 15 foot radius around you, and dim light for an additional 15 feet. Evil creatures that start their turn in this light must make a Wisdom saving throw, taking 2d8 psychic damage on a failed save, or half as much on a success.
Once you use this feature, you can’t use it again until you finish a long rest.
Art: "Paladin" by Viktor Fetsch

