Paladin Sacred Oath: Oath of Balance

by Zaelos

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Sacred Oath

At 3rd level, a Paladin gains the Sacred Oath feature. The following option is available to a Paladin, in addition to those offered in the Player's Handbook.

Oath of Balance

The Oath of Balance binds a paladin to the oldest law of the universe – law of balance. They aren't called many things, as they virtually do not exist anymore. Sometimes, under unknown circumstances – maybe a cataclysm that could drastically ruin the balance of forces that rule the world, or a sudden shift of power – they emerge from the shadows with only one goal: to bring balance back. In times of need, they turn to their patron, godlike entity called Primus.

Tenets of the Balance

This oath emphasizes the balance of power over any concerns as trivial as human life or laws made up by gods and men. Its four central principles are:

Fight for the Balance. Through any means necessary, even if that would mean losing your gray. Be the good that world needs in dark times, but don't restrain yourself from becoming a monster when needed.

Preserve the Balance. Balance is a feeble flower, especially when it grows in a soil burned by light and dark. Protect it until it blooms and stand against forces that would trample it.

Stay true to your own Balance. Fighting alongside forces of good or evil can corrupt and change. Stay true to your goal.

Be the Balance. Do not fear to use any power given to you, but do not let one dominate. Be like Mechanus - always in the state of equilibrium.

Oath of Balance features
Paladin level Feature

3rd

Oath Spells, Channel Divinity

7th

Bulwark of Law (10ft.)

15th

Grey Spirit, Clockwork Predictability

18th

Bulwark of Law (30ft.)

20th

Equilibrium Incarnate

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Balance Spells table.

Paladin Level Spells
3rd alarm, protection from evil and good
5th find traps, heat metal
9th counterspell, glyph of warding
13th arcane eye, fabricate
17th animate objects, dispel evil and good

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Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Artificial Intelligence. As a bonus action, you can use your Channel Divinity to enter a state of clockwork consciousness. For the next 10 minutes, you can use your Charisma modifier in place of your Intelligence modifier when making Intelligence checks and Intelligence saving throws.

Restore Balance. You can use your Channel Divinity to temporarily link yourself to the plane of absolute order. As an action, you present your holy symbol, and a sphere of shimmering, golden particles emanates from you. The sphere is centered on you and has 30-foot radius. It moves with you, and lasts for 1 minute or until you are knocked unconscious. When a creature within the range of sphere is about to roll a d20 with advantage or disadvantage, the sphere prevents the roll from being affected by advantage or disadvantage.

Bulwark of Law

Starting at 7th level, when you or a friendly creature within 10 feet of you is subjected to an effect that allows to make a saving throw to take only half damage, it instead takes half damage on both success and a fail.

At 18th level, the range of this aura increases to 30 feet.

Gray Spirit

At 15th level, you gain immunity to all magical effects that otherwise would change your alignment, short of a Wish spell.

Clockwork Predictability

Also beginning at 15th level, you can your reaction to replace any attack roll, ability check or saving throw made by a creature within 30 feet of you that you can see with a 10 on the die. You must choose to do so before the roll.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Equilibrium Incarnate

At 20th level, you gain the ability to harness extraordinary powers of Mechanus. As a bonus action, you can become an avatar of balance, gaining the following benefits for 1 minute:

  • Whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
  • No attack roll has advantage against you while you aren't incapacitated.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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