Amnoriath
2015-02-14, 07:35 AM
This may seem a little corny to some, I thought that with this system and that technically you often don't kill creatures that a concept like this could be very workable.
Oath of the Passive Way
http://www.dandwiki.com/w/images/1/1f/Accipiter_Paladin.jpg
"Don't you understand? I wanted to save both!" Vash the Stampede
Non-aggression: You must not intentionally initiate any fights. You may choose to defend another being but you must not make the first attack.
Peace: Your goal in life is so that all beings may learn to coexist or at least leave one another alone. If that isn't possible you may choose to defend a side of your choice.
Value of Life: All life has value, even evil creatures. If possible you must refrain from killing them and you must be mindful of your own existence.
Empathy: You must learn to understand whatever side of conflicts if at all possible.
Oath Spells
Level 3: Expeditious Retreat, Sanctuary
Level 5: Calm Emotions, Warding Bond
Level 9: Protection from Energy, Slow
Level 13: Divination, Otiluke's Resilient Sphere
Level 17: Hold Monster, Wall of Force
Channel Divinity
Serene Ward: At level 3 as an action you can expend a Channel Divinity use to give yourself or one creature with in 60 feet of you a bonus to their AC equal to your charisma modifier for 1 minute.
Turn the Aggressor: At level 3 as an action you can expend a Channel Divinity use to force a hostile intelligent creature within 60 feet of you to make a Wisdom save equal to your spell save DC or become incapacitated until the beginning of your next turn. So long as no hostility is shown towards them during that time it becomes Friendly for 1 minute. All of you must continue not to be hostile otherwise they become hostile again. If they succeed on the save they are immune to this for 24 hours.
Aura of Empathy: At level 7 attacks against you as well as friendly creatures with in 10 feet of you have disadvantage. If a creature damages a friendly creature you have advantage on the next attack you make against it. If another ally is damaged before you attack you must choose one creature to have advantage against. However, if you would use an ability that could deal hit point damage to another creature this aura is suppressed until the beginning of your next turn. The range becomes 30 feet at level 18.
Bearer of Peace: At level 15 select an ability score and you become proficient in its saving throw as well as gaining 1 hit point per level of Paladin you have. Additionally if a creature with in 30 feet of you were to take hit point damage you can use your reaction to halve the damage taken taking the other half yourself(minimum 1).
Tranquil Aegis: At level 20 as an action you can enter a state of passivity and defense. While the changes aren't necessarily obvious it often has something to do with either displaying the horrors of violence such as wounds you have taken over the years, or what could be without the violence occurring. You gain the following benefits for 1 minute.
You and allies within 30 feet of you gain 25 temporary hit points. A creature can only benefit from the hit points once. Enemies treat this as difficult terrain.
As long as you aren't incapacitated creatures can't make attacks with advantage against you nor do you roll saves with disadvantage.
As a bonus action you can force all enemies within 30 feet of you to make a Charisma save or become charmed until the beginning of your next turn. If an attack is made against them by you or your allies they are allowed another save attempt with advantage.
Once you have used this ability you must complete a long rest to use it again.
Oath of the Passive Way
http://www.dandwiki.com/w/images/1/1f/Accipiter_Paladin.jpg
"Don't you understand? I wanted to save both!" Vash the Stampede
Non-aggression: You must not intentionally initiate any fights. You may choose to defend another being but you must not make the first attack.
Peace: Your goal in life is so that all beings may learn to coexist or at least leave one another alone. If that isn't possible you may choose to defend a side of your choice.
Value of Life: All life has value, even evil creatures. If possible you must refrain from killing them and you must be mindful of your own existence.
Empathy: You must learn to understand whatever side of conflicts if at all possible.
Oath Spells
Level 3: Expeditious Retreat, Sanctuary
Level 5: Calm Emotions, Warding Bond
Level 9: Protection from Energy, Slow
Level 13: Divination, Otiluke's Resilient Sphere
Level 17: Hold Monster, Wall of Force
Channel Divinity
Serene Ward: At level 3 as an action you can expend a Channel Divinity use to give yourself or one creature with in 60 feet of you a bonus to their AC equal to your charisma modifier for 1 minute.
Turn the Aggressor: At level 3 as an action you can expend a Channel Divinity use to force a hostile intelligent creature within 60 feet of you to make a Wisdom save equal to your spell save DC or become incapacitated until the beginning of your next turn. So long as no hostility is shown towards them during that time it becomes Friendly for 1 minute. All of you must continue not to be hostile otherwise they become hostile again. If they succeed on the save they are immune to this for 24 hours.
Aura of Empathy: At level 7 attacks against you as well as friendly creatures with in 10 feet of you have disadvantage. If a creature damages a friendly creature you have advantage on the next attack you make against it. If another ally is damaged before you attack you must choose one creature to have advantage against. However, if you would use an ability that could deal hit point damage to another creature this aura is suppressed until the beginning of your next turn. The range becomes 30 feet at level 18.
Bearer of Peace: At level 15 select an ability score and you become proficient in its saving throw as well as gaining 1 hit point per level of Paladin you have. Additionally if a creature with in 30 feet of you were to take hit point damage you can use your reaction to halve the damage taken taking the other half yourself(minimum 1).
Tranquil Aegis: At level 20 as an action you can enter a state of passivity and defense. While the changes aren't necessarily obvious it often has something to do with either displaying the horrors of violence such as wounds you have taken over the years, or what could be without the violence occurring. You gain the following benefits for 1 minute.
You and allies within 30 feet of you gain 25 temporary hit points. A creature can only benefit from the hit points once. Enemies treat this as difficult terrain.
As long as you aren't incapacitated creatures can't make attacks with advantage against you nor do you roll saves with disadvantage.
As a bonus action you can force all enemies within 30 feet of you to make a Charisma save or become charmed until the beginning of your next turn. If an attack is made against them by you or your allies they are allowed another save attempt with advantage.
Once you have used this ability you must complete a long rest to use it again.