Paladin Sacred Oath
Oath of Balance
The Oath of Balance is a an understanding with the universe, unlike any other. Paladins that take this Oath look at the world around them and see all sides of the scale. They know that war requires peace, and creation requires destruction. Yet, the complex trade-offs is handled by measures of multiple dimensions and sources. Where an action is taken, there is always a consequence.
As a conduit of balance, these Paladins often wander the world seeking people whose choices have destructive consequences for their surroundings and work at ensuring that the delicate balance amongst all things is maintained, at all time, good, evil, order and chaos alike.
Tenets of Balance
Paladins that undertake the Oath of Balance are often very diverse in their beliefs and what they consider an appropriate level of balance. They generally focus on the following tenants,
What is given is taken back, every power, choice and action is a trade with the universe, the cost will be honoured.
Balance is in everything, animals, plants, creatures of any kind, all follow a thin hidden line to fulfill their purpose within the world.
Even Imbalance is part of Balance, chaos is fundamental to maintain the same delicate threads that hold the world together.
For each thing, it's opposite, what one believes one is, they often miss the fact that one is also another.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Balance Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Balance Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Bless |
| 5th | Enlarge/Reduce, Blindness/Deafness |
| 9th | Haste, Slow |
| 13th | Banishment, Mordekein's Faithful Hound |
| 17th | Commune, Greater Restoration |
Channel Divinity
When you take this Oath at 3rd level you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Duality, as a bonus action you can imbue the attack of an ally you see within 60 ft and allow it to ignore any resistances that a creature might have. To maintain balance though, you are become vulnerable to the next attack that hits against you.
Fleet of foot, heavy of time, you can use your bonus action to double the movement of a creature you see for its next turn. On its following turn, it cannot take any movement.
Aura of the Scale
Beginning at 7th level, you understand the ripples surrounding you and are able to tilt the outcome of events within 10 ft of you. When a creature you see rolls for an attack or ability check, you can use your reaction to spend up to 10 hitpoints from your lay on hands pool and influence the outcome, in either direction by half the number, rounded down. If the creature is not willing, it must succeed on a Wisdom Saving Throw. You can do this after the DM has mentioned the outcome.
At 18th level, the range of this Aura increases to 30ft.
Radiant Equity
Starting at 15th level you can tilt the scales of combat for one of your allies. Once per long rest, you can use your action to set the hit points of an ally you see within 30 feet of you to a value equal to their missing hit points.
Hand on the Balance
At 20th level, as an action, you see the delicate balance of fate and are able to bend its course. For 1 minute, you gain the following benefits:
- You are able to protect allies around you, by redirecting some of the damage they sustain. Friendly creatures within 30 feet of you have resistance to all damage. Each time one of those creatures takes damage, you lose hit points equal to half the damage it took.
- When you damage a creature you can choose to half the damage you deal, and heal yourself by the same amount.
- When you imbue your attack with a Divine Smite, you can choose to half the radiant damage you deal through your Divine Smite, and heal a creature of your choice that is within 10 feet of you by the same amount.