Paladin - Archetypes

Duncehack Edition

Part 2

Skipping the preamble because this is Part 2 of the Paladin redesign.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.

>##### What if I think this is too much? > >Alright, it's simple, because all you need to do is bring up the worse archetypes up to the best ones. > > Devotion's 20th level feature deals 20 damage to enemy creatures within 30 feet, 10 damage to creatures within 60, but beyond 30. > Oathbreaker Aura of Hate affects Paladin and friendly creatures, not undead and fiends. > Crown gets better scaling on its Channel Divinity Heal. > Aura of the Guardian reduces damage dealt to people it affects by your Charisma Modifier (so it's not just a worse version of the Crown 7th level feature).

PALADIN | DUNCEHACK

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.


  • Honesty. Don't lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity: Sacred Weapon

As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Channel Divinity: Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Oathsworn Avatar: Holy Nimbus

As an action, you can emanate an aura of sunlight. You erupt in a burst of divine light, all targets of your choice within 60 feet must succeed a Constitution saving throw or be blinded for 1 minute. They may repeat this saving throw at the end of each turn. Creatures within this radius beyond 30 feet have advantage on the roll.

For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes your paladin level in radiant damage. This damage is doubled against fiends and undead. An enemy creature beginning its turn in the dim light takes half your paladin level in radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 14th level, the range of this aura become 20 feet. At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good

Living Saint

At 20th level, whenever you roll initiative, you may cast bless as a 5th level spell without using an action or a spell slot.

You do not need to maintain concentration on this version of the spell.

In addition, if you have used your Channel Divinity and you roll initiative, you regain usage of it.


Notes

Turned Sacred Weapon into a bonus action feature.

Originally I thought Purity of Spirit was weak until someone explained it protects against a 3rd of the monster manual.

Living Saint: In my first pass of this document, this was originally the capstone for all Paladins. It was kind of stupid to do that, but the capstone itself proved an okay idea.

PALADIN | DUNCEHACK

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.


  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity: Nature's Wrath

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Channel Divinity: Turn the Faithless

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend 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.

Oathsworn Avatar: Elder Champion

You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain half your paladin level (round up) in hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.
  • At 7th level, Enemy creatures within 5 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. This range extends to 10 feet at 15th level.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 14th level, the range of this aura increases to 20 feet. 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Lightsworn Champion

At 20th level, your Paladin spells with the word aura in their name, as well as your crusader's mantle spell no longer require concentration. You may only maintain one aura spell or crusader's mantle at a time.


Elder Champion

This one's reliant on Channel Divinity and your Spell Slots for most of its power, so there's not much scaling wise I could do with this one.

Lightsworn Champion

There are only 3 aura spells, but they're very powerful overall. As such this capstone doesn't get a secondary rider like the others.

PALADIN | DUNCEHACK

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.


  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity: Abjure Enemy

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.


Channel Divinity: Vow of Enmity

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oathsworn Avatar: Avenging Angel

You can assume the form of an angelic avenger. Using your action, you undergo a transformation.

The transformation lasts 3 minutes per Paladin level (i.e. 1 hour at 20th level).

  • Wings sprout from your back, granting you a flying speed of 30 feet.

    At 7th, 15th and 20th levels, your flying speed increases by an extra 10 feet.

  • You emanate an aura of menace in a 10-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attacks made against the frightened creatures have advantage.

    At 7th and 15th levels, this radius extends another 10 feet.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a weapon attack against that creature if it is within range.

Divine Verdict

At 20th level, Paladin spells with the word smite in their name no longer require concentration. You may not maintain from more than one smite spell at a time.

In addition, you are always considered under the effects of the divine favor spell


Avenging Angel

I broke it up as best as I could. It was awkward and I'm sorry.

Soul of Vengeance

Opened Soul of Vengeance to any weapon type.

Divine Verdict

Vengeance Paladins don't get a lot of use out of the smite spells despite flavourwise they'd be the most smite-y (You get haste to use instead).

PALADIN | DUNCEHACK

Oathbreaker (AKA Blackguard)

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.


As an Oath?

I love my brooding edgelords. When I was little, I wanted to grow my hair out like Sephiroth.

So refluffing Oathbreaker into an actual Oath is something that that I am absolutely into.

I like the term Sin-Eater, so lets just use that.

Tenets of the Sin-Eater

A paladin who takes this oath begins their prayers reciting them - as reminder of why they do their bleak work.

  • Necessary Evil. The meek and the squeamish recoil from their duty. No lasting peace was forged without violence. I the sword arm that brings this peace.
  • Repentant Icon. I am sullied, so that others need not be. I commit the sins that rightfully belong to others. I risk my soul to protect theirs. I pray for forgiveness, for sins that do not belong to me.
  • Desolate Soul. Unnecessary tethers distract from the work - distract from what needs to be done. I am the weight of our collective sin. It is contingent upon me to tend that duty.


Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

Oathbreaker Spells
Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Oathbreaker Channel Divinity: Control Undead

As an action, you target one undead creature he or she can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.

Oathbreaker Channel Divinity: Dreadful Aspect

As an action, you channel your darkest emotions and focuses them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Oathbreaker Avatar: Dread Lord

You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 1d10 psychic damage.

At 7th, 15th and 20th levels, this damage increases by an additional 1d10.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to your Charisma modifier.

At 7th, 15th and 20th levels, this damage increases by an additional 1d10.

Additionally, at 7th level you are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against you. At 15th level, you may drape creatures of your choice within range of this aura with this shadow.

Aura of Hate

Starting at 7th level, you gain a bonus to weapon damage rolls equal to your Charisma Modifier (minimum of +1).

Allies within 10 feet of you instead gain your Charisma modifier in bonus damage to a single weapon damage roll during their turn. A creature can benefit from this feature from only one paladin at a time.

At 14th level, the range of this aura increases to 20 feet. At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Icon of Sin

At 20th level, you may use Divine Smite and Improved Divine Smite with Paladin spell attacks.


Notes

Dreadful Aspect Nerf: Original version didn't allow repeat save until the creature was outside of 30ft from you. Up to you if you want to change it back.

Aura of Hate: The original writeup only lets the Paladin, fiends and undead (including enemeis) benefit from the feature. One damage rolls keeps it from being too powerful.

Icon of Sin: This capstone lets them smite through Dread Lord and inflict wounds, wanted to exemplify their 'paladin as offensive caster' theme.


PALADIN | DUNCEHACK

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells
Paladin Level Spells
3rd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Divinity: Champion Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Channel Divinity: Turn the Tide

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your paladin level + your Charisma modifier (minimum of 1).


Oathsworn Avatar: Exalted Champion

Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to make the transformation. The transformation lasts 3 minutes per Paladin level (i.e. 1 hour at 20th level):

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • When you suffer damage for an ally (such as from Divine Allegiance or warding bond), you have resistance to that damage.
  • If you are reduced to 0hp, you can instantly end this effect early to be reduced to 1hp instead.

Divine Allegiance

Starting at 7th level, you can use your reaction to take damage for an ally within 30 feet of you, causing that creature not to take the damage. This damage to you can't be reduced or prevented in any way, except through your Exalted Champion feature.

Unyielding Spirit

Starting at 15th level, Your Lay on Hands and your Cleansing Touch features may be used as a bonus action.

You also you have advantage on saving throws to avoid becoming paralyzed or stunned.

Might of Kings

At 20th level, when you use your Channel Divinity, you may use both of your Channel Divinity options.

In addition, your compelled duel spell does not require concentration. You may only have one instance of compelled dual active at any time.


Exalted Champion and Divine Allegiance

Was one of the weaker capstones, so adding power into it isn't a bad thing. I am still scaling the time limit by level however. Giving a means to mitigating sacrifice damage via Exalted Champion should also make Divine Allegiance stronger.

Undying Spirit

Advantage vs. stun and paralyze is situational (stun moreso) and only comes up a handful of times (but in those times it does save your life). Figured giving Lay on Hands and Cleansing Touch the option to be used on bonus action would help Crown be a stronger support character.

Might of Kings

Compelled duel is a Crown Paladin's bread and butter, so I figured throwing that a bone was a good idea here. Having both channel divinities go off on a usage overall seems appropriate for a capstone too.

PALADIN | DUNCEHACK

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

  • Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Conquest Spells
Paladin Level Spells
3rd armor of Agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Divinity: Conquering Presence

You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Oathsworn Avatar: Invincible Conqueror

You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • You have resistance to bludgeoning, piercing and slashing damage. At 7th level, you have resistance to all damage instead.
  • At 15th level, when you take the Attack action on your turn, you can make one additional attack as part of that action.

Aura of Conquest

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

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there

If the creature is frightened by a feature that would allow a saving throw to end the effect upon taking damage, damage inflicted by this aura does not prompt that saving throw.

At 14th level, the range of this aura increases to 20 feet. At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Tyrant's Rise

At 20th level, creatures cannot be immune to your fear effects, instead they gain advantage to their saving throw against your fear effects. Creatures that roll advantage against the frightened condition lose that advantage against your fear effects. Psychic damage you inflict with your Scornful Rebuke and Aura of Conquest ignores resistance, and immunity is treated as resistance.


Notes

I pretty much didn't do anything to Conquest aside from staggering Invincible Conqueror among paladin levels because... well, it's plenty strong as it is.

That Aura of Conquest Line...

Yeah, Anon pointed out to me that there's anti-synergy with the feature and things like Dragonborn fear. So this aura, not triggering saving throws on fear effects that break on damage, seems a good solution.

Tyrant's Rise

The idea is that a 20th level Conquest Paladin is so terrifying that a Balor is cowed by them.

PALADIN | DUNCEHACK

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Redemption Spells
Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity: 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 Charisma (Persuasion) checks for the next 10 minutes.


Channel Divinity: 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 against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Oathsworn Avatar: Emissary of Redemption

At 3rd level, you become an avatar of peace. As an action, you can activate this feature, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). This includes damage taken through your Aura of the Guardian feature.
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

This effect lasts until your next long rest. If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, this effect immediately ends.

Aura of the Guardian

Starting at 7th level, creatures within 10 feet of you reduce incoming damage done to them by an amount equal to your Charisma Modifier.

You can shield others from harm at the cost of your own health. When a creature within 10 feet of you 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 except through your Emissary of Redemption feature.

At 14th level, the range of this aura increases to 20 feet. At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

In addition, you may use your Lay on Hands an Cleansing Touch features as a bonus action

Incarnation of the Redeemer

At 20th level, Whenever you suffer damage through your Aura of the Guardian feature, you gain points to your Lay on Hands pool equal to the amount suffered.

In addition, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. Spells that restore hit points no longer break your Emissary of Redemption feature.


Notes on next page

Ran out of room.

Notes

A bit to go through, Redemption needed it because as it stood, they were just poor Crown Paladins.

Rebuke the Violent

Dropped the line from Rebuke the Violent that specified 'from an attack', so that you can rebuke enemies who force saves.

Emissary of Peace

Giving Redemption Paladins the option to turn pacifist mode on by how I've reworded Emissary of Redemption, in case the character needs to get into a fight ("What would Jesus do" doesn't preclude the possibility of flipping tables).

Aura of the Guardian

It was originally just a nerfed version of the Crown's Divine Allegiance. Decided to give it the static damage prevention feature to make up for it.

Incarnation of the Redeemer

It's simple really: Pacifist mode restricts spell usage. Lay on Hands isn't a spell. The healing spell buff thematically goes along with it.

Re: Crown vs. Redemption

I know my changes make both Crown and Redemption fill similar roles, but Crown has more of a battlefield control thing going while Redemption is more raw effective HP.

Crown also gets to play martyr while smacking people.