🦸♀️(Legacy) 5e - Oath of Redemption🦸♀️
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
TENETS OF REDEMPTION
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Level 3: Oath Spells
You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.
3rd level: ☄️Sanctuary, ☄️Sleep
5th level: ☄️Calm Emotions, ☄️Hold Person
9th level: ☄️Counterspell, ☄️Hypnotic Pattern
13th level: ☄️Resilient Sphere, ☄️Stoneskin
17th level: ☄️Hold Monster, ☄️Wall of Force
Level 3: Emissary of Peace
You can use your Channel Divinity to augment your presence with divine power. As a Bonus Action, you grant yourself a +5 bonus to Persuasion checks for the next 10 minutes.
Level 3: Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your Reaction to force the attacker to make a WIS Save. Failure: The Creature takes radiant damage equal to the damage it just dealt. Success: It takes half as much damage.
Level 6: Aura of the Guardian
You can shield others from harm at the cost of your own health. You constantly emanate an unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.
When a creature within your Aura takes damage, you can use your Reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
Level 9: Imposing Glance
When you are hit by an attack, you can use your Reaction to reveal your divine will and gain a bonus to your Armor Class equal to your CHA modifier (minimum of +1), until the the start of your next turn.
You can use this reaction a number of times equal to your CHA modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Level 13: Protective Spirit
A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn ☠️Bloodied and you aren’t ☠️Incapacitated.
Level 17: Emissary of Redemption
You become an avatar of peace, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes radiant damage equal to
1/2 x the damage you take from the attack.
If you attack a creature, cast a harmful spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.