Oath of Balance
A homebrew paladin subclass by DragonZaid.
The Oath of Balance is most often taken by paladins that worship Guthix and practice his teachings. These paladins may be members of the Void Knights, a group of Guthixians which defend Gielinor from otherworldly threats, or part of the Crux Eqal, a secretive order of Guthixian druids and worshippers. Paladins of this oath have a stronger connection to nature than most others, and seek to preserve a careful balance of all things good, evil, orderly, and chaotic in the world.
Tenets of Balance
The tenets of the oath of balance closely follow the teachings of Guthix.
Achieve Balance. You must be balanced in all things. Good and evil, light and darkness, war and peace, order and chaos, body and mind.
Preserve Nature. Nature is paramount to the wellbeing of all creatures. It must be protected.
Quell the Extreme. Extremism of any kind must be brought to a balance. Too much of anything, even something good, can be harmful.
The Greater Good. You must strive to achieve the greater good for all, even if it means that some must suffer.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Balance Spells
| Paladin Level | Spells |
|---|---|
| 3rd | animal friendship, speak with animals |
| 5th | calm emotions, spike growth |
| 9th | plant growth, protection from energy |
| 13th | freedom of movement, grasping vine |
| 17th | tree stride, wrath of nature |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Zone of Equalization. As a bonus action, you can use your Channel Divinity to create a magical zone of balance. The zone is a 20-foot-radius sphere centered on a point you can see within 30 feet. Whenever a creature in the zone makes an ability check, attack roll, or saving throw, any advantage or disadvantage on that roll is negated. The zone lasts for 1 minute.
Charm Animals and Plants. As an action, you can use your Channel Divinity to present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Aura of Equilibrium
At 7th level, you emanate an aura that negates extremes. Any critical hit against you or a friendly creature within 10 feet of you becomes a normal hit.
At 18th level, the range of this aura increases to 30 feet.
Inner Balance
Starting at 15th level, you have attained a potent balance of body and mind. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Champion of Balance
At 20th level, you become an avatar of balance, which gives you the following benefits.
- Any of your ability scores that are less than 12 become 12.
- When a creature you can see within 30 feet takes damage, you can use your reaction to magically intercept a portion of it. You and the creature each take half the original amount of damage, and you have resistance to the damage that you take in this way.
- When a creature you can see within 30 feet makes a roll, you can replace the number rolled on each die used for that roll with a number equal to half the maximum of that die (no action required). The chosen
roll must be an attack roll, a damage
or healing roll for an attack or spell,
an ability check, or a saving throw.
You can only use this feature once
per turn, and any modifiers to the
roll are still applied. For
example, if a wizard casts
chromatic orb at 1st level, you
can replace the 3d8 damage
roll with a total of 12, or you
can replace the number rolled
for the attack roll with 10. You
can use this feature 3 times,
regaining all expended uses
when you finish a short or
long rest.