Oath of Equilibrium
Paladins who swear an oath to equilibrium, are people who see the multiversal game between good and evil as just that, a game. A game where mortals are simultaneously the pieces and the prize. A grand plan of which mortals have no say.
Paladins who swear this oath do not specifically seek to right wrongs and wrong rights. Indeed, they can fall wherever they want on the moral spectrum. It is only the interference of otherworldly beings by which they cannot abide.
Tenets of Equilibrium
The tenets of equilibrium are instructions to maintain balance over the material plane, but also a reminder that the paladin isn't just a tool either.
Autonomy. Mortals are free agents. They are free to make contracts between themselves and those outside. Creatures summoned by the will of mortals is permitted, those brought over for the design of their alien masters is forbidden.
Interdiction. You must be the bulwark that stands between the Material plane and those outside. It is easier to keep them out, than to remove them.
Fallibility. You too are mortal, as such, you too are free to choose a side. Mind yourself not to forget your mission, however.
Oath of Equilibrium Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Sense Intrusion, Bar Entry |
| 15th | Destroy the Otherworldly |
| 20th | Outsider's Bane |
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Equilibrium Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Detect Evil and Good, Protection from Evil and Good |
| 5th | Gentle Repose, Magic Weapon |
| 9th | Magic Circle, Nondetection |
| 13th | Banishment, Mordenkainen's Private Sanctum |
| 17th | Dispel Evil and Good, Hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shut Portal. You can use your Channel Divinity to close the paths outsiders use to enter our realm. As an action, you hold your holy symbol to a tear between the planes, and force it to mend. Make a Charisma check against a DC set by your DM, on a success, the portal closes.
Turn the Otherworldly. You can use your Channel Divinity to utter words that are painful for otherworldly creatures to hear. As an action, you present your holy symbol, and each extraplanar creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Sense Intrusion
At 7th level, when you use your Divine Sense, you can detect if a creature within the 60 foot cone is possessed or under the effects of an enchantment spell.
Bar Entry
By 7th level, you've been bestowed the power to prevent outside forces from Entering the Material Plane altogether.
As a reaction to a creature within 60 feet of you attempting to summon, conjure, or otherwise bring a another creature into this plane of existence. You can force them to make a saving throw using their casting ability (Charisma if it doesn't have one). On a failed save, the attempt fails and whatever resources it spent to summon it are wasted.
Destroy the Otherworldly
Starting at 15th level, when an extraplanar creature fails its saving throw against your Turn the Otherworldly feature, the creature is instantly destroyed if its challenge rating 4 or lower.
Outsider's Bane
At 20th level, you become the ultimate threat to otherworldly forces. You have the following benefits:
- All melee weapon attacks you make against an extraplanar creature bypasses any resistances and immunities it may possess. Any bludgeoning, slashing, and piercing damage that already bypassed its resistances or immunities deal double damage.
- Extraplanar creatures have disadvantage on any saving throws which you force them to make.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
Thematic Alternate Class Features
Some paladins oppose all outside influences, not just 'evil' ones. These paladins' powers are utterly useless against mortals, but are more broadly effective.
If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it. The Smite Interloper feature requires that you also take the Improved Smite Interloper feature.
Detect Intruder
1st-level paladin feature, which replaces the Divine Sense feature and works with the Sense Intrusion Sacred Oath feature
You have the supernatural ability to detect otherworldly forces. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any any creature that originates from a plane other than your own within 60 feet of you that is not behind total cover. You know the type (celestial, elemental, fey, etc...) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Smite Interloper
2nd-level paladin feature, which replaces the Divine Smite feature
When you hit an extraplanar creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.
Improved Smite Interloper
11th-level paladin, feature which replaces the Improved Divine Smite feature
You are so suffused with utter disdain for extraplanar beings that all your melee weapon strikes wound them further. Whenever you hit an extraplanar creature with a melee weapon, the creature takes an extra 1d8 force damage.