Oath of Balance for Paladin

by SemanticAvenger

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Oath of Balance

Fairness Above All

Paladins who take the Oath of Balance live by a conviction that no one being should have too much power, regardless of their moral intent. They strive for equality in all things, even if the end result is to their immediate detriment. They work tirelessly to ensure a level playing field for all.

Tenets:

  • Humility. Bring low the mighty, for might causes corruption.
  • Charity. Raise up the defeated, for defeat causes desperation.
  • Empathy. Only in love can you understand, and only in understanding can you truly judge.
  • Judgment. All creatures overreach, and all creatures must be curbed.

Subclass Features

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spell
3rd alarm, comprehend languages
5th silence, enlarge/reduce
9th intellect fortress, water breathing
13th freedom of movement, confusion
17th greater restoration, hallow

Channel Divinity

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

  • Replenish the Weary. You can use your Channel Divinity to bolster your comrades, empowering them to fight through even the mightiest fatigue. As an action, you can reduce a creature's exhaustion by one level. Alternately, you can provide temporary hit points equal to 2d6 + your CHA modifier if the creature has no levels of exhaustion.

  • Diminish the Hardy. You can use your Channel Divinity to discourage overbearing strength, curbing its ambition. When a creature you can see hits a target other than you within 10 feet of you, you can force the attacker to reroll the attack, potentially causing the attack to miss. The attacker must use the new roll. If the new roll hits, the attacker also takes psychic damage equal to 2d6 + your CHA modifier.

Aura of Impartiality

Starting at 7th level, you constantly emanate a n equalizing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Within this aura, no creature, friendly or hostile, including you, can have advantage or disadvantage.

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

Indiscriminate Reprieve

By 15th level, you have learned to refresh the bodies of those around you, removing physical barriers to success. As action, you emit a holy wave that removes the blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned conditions from all creatures within 30 feet and gives them advantage on saves against those conditions before the end of your next turn.

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

The Great Equalizer

At 20th level, as an action, you become an agent of holy balance, a divine arbiter of justice. For 1 minute, the following effects are active within 30 feet of you:

  • You are the center of a 30 foot Antimagic Field that moves with you.
  • All weapon attacks score a critical hit on a roll of 19 or 20
  • No creature can benefit from damage resistances or immunities, but also can not suffer damage vulnerabilities.

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

 

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