Paladin Oath

Oath of Balance

Tenants of Balance

Though the exact tenets and codes of the Oath of Balance vary between each individual who swears it, there is a common set of principles by which each inevitably abide.
Rain falls on the just and the unjust. Bad things happen to just people, Be the bad thing that happens to the unjust.
The greatest evil is imbalance. Some evils are necessary to maintain balance.
Examine what is said, not him who speaks. Treat others with fairness and let your honorable deeds be an example to them.

Oath Spells:

Paladin Level Spells
3rd Cure Wounds, Inflict Wounds
5th Calm Emotions, Zone of Truth
9th Haste, Slow
13th Death Ward, Freedom of Movement
17th Reincarnate, Wall of Force

Channel Divinity:

When you take this oath at 3rd level you gain the following two channel divinity options.

Merciful Intervention

When an ally within 30 feet would take damage that would leave them with 0 hit points, you can use your reaction to take the damage instead. If this damage would reduce you to 0 hit points you are instead healed by the damage you would have taken.

Scales of Justice

As an action, you can imbue yourself with the power to judge creatures using your Channel Divinity. For 1 minute, if a creature hits you with an attack or spell they take radiant damage equal to your charisma modifier (minimum of 1). If you fall unconscious, the effect ends immediately.

Ray of Judgement:

Beginning at 7th level, you can use your action to cast a Ray of Judgement on up to 5 creatures of your choice within 30 feet. Creatures hit by the ray have their alignment revealed to you and must make a constitution saving throw or be blinded. Creatures blinded by the ray may remake the saving throw at the end of each of its turns, ending the effect with a success. You can use this ability twice between long rests.

At 18th level you can use this ability 4 times between long rests.


Judges Intervention:

Starting at 15th level you can use your action to teleport to a foe or an ally within 30 feet.

If you teleport to an enemy they are set on fire, taking 1d10 fire damage at the start of its turn, until someone takes an action to douse the flames, and they must make a strength saving throw against your spell DC or be knocked prone.

If you teleport to an ally they gain one benifit of your choice from the list below:

  • Regain a number of hit points equal to 2d8 + your charisma modifier.
  • Remove one condition from them. (Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned)
  • They gain AC equal to your charisma modifier until the end of your next turn.

You can use this ability a number of times equal to your charisma modifier (minimum 1) between long rests.

Purging Flames:

At 20th level, You are infused with the divine power to judge those causing imbalance. For 1 minute you gain the following benefits:

  • You are now considered a large creature and your weapon attacks deal an extra 1d4 weapon damage.
  • When you hit a creature with an attack or spell you can choose to deal an additional 2d8 fire and radiant damage. This damage can only be applied once per round.
  • When a creature hits you with an attack or a spell they take 1d8 fire damage.

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

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