PDA

View Full Version : D&D 5e/Next Paladin Oaths - Redemption and Asceticism



DKayro
2017-06-22, 03:54 PM
Hello all,
This is my attempt to fix the Oath of Redemption from Unearthed Arcana and to provide another Oath as well. My DnD group has given me some feedback.

I am happy with how I have the flavor of the abilities, but I am uncertain on balance. Especially with the capstone abilities on both Oaths and with the channel divinities on the Oath of Asceticism.

Edit: I've changed some of the features and some of the fluff over the last few days. I have created a PDF but do not have enough posts yet to share the link.

Oath of Redemption
The paladins who swear the Oath of Redemption are often slower to arms and quicker with words than their peers. Some seek out those who need redemption, while others work within established power structures to spread reform. While they may be slower to combat, when the need arises they are just as capable as their peers.

Tenets of Redemption
The words and vows taken when swearing the Oath of Redemption may vary by paladin or order but genenerally they share the following tenets.

Love The ability to find compassion for those you meet, even if they oppose you, is vital to nurturing the seeds of long lasting change. Drawing arms is always a last resort. If you have been forced into battle, seek compassion for the fallen.
Diligence Remain constant in your training and efforts. Seek new ways to persuade others and fresh paths of understanding. Likewise, hone your skills in combat so that the only mistake you make is in drawing the blade.
Prudence Show wisdom in your actions and thoughts. Be observant not only of those who do evil but of the powers and people that keep them locked in a place of evil. Understand these systems so that you may strive to aid those controlled by them.
Faith There will times of failure and defeat, for no one can be equipped for every situation. Have faith that the work of redemption is not yet over, that change is still possible, and that you have a part yet to play.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Redemption Spells
3rd - comprehend languages, sanctuary
5th - calm emotions, hold person
9th - hypnotic pattern, tongues
13th - locate creature, resilient sphere
17th - hallow, hold monster

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Convict the Sinful. As an action, you present your holy symbol and speak words that convict your enemies of their wrongdoing, using your Channel Divinity. A creature that you chose within 30 feet of you must make a Wisdom saving throw. If a creature fails its saving throw, it is convicted for 1 minute, or until it either takes damage from you or your allies or witnesses you commit an act opposed to your oath. A convicted creature drops any weapon it is holding and is stunned.

Additionally, for up to one day following their conviction, you may make persuasion or intimidation checks to convert them to your beliefs unless you have attacked them since. In order to be convicted a creature must be sentient, have some level of empathy (even if typically only for others of its own kind), and possess free will.
Soldier of Mercy. As an action, you present your holy symbol and provide a healing force that keeps both friends and enemies alive, using your Channel Divinity. Each living creature within 30 feet of you is protected for one minute. If they are reduced to zero hit points, even if it would kill them instantly, they instead fall unconscious and are stable.

Aura of Influence
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on charisma checks for persuasion and intimidation.
At 18th level, the range of this aura increases to 30 feet.

Fixed Conviction
Beginning at 15th level, you can no longer be charmed.

Avatar of Grace
At 20th level, as an action, become a beacon of hope and mercy for your allies. Enemies who gaze on you are shaken from their convictions and see the righteousness in your path.
For one minute, the follow effects are in place:

Hostile creatures have disadvantage on attack rolls against your allies within the aura.
Hostile creatures within the aura have disadvantage on wisdom saves.
When a hostile creature attacks you, you may grant it advantage on the roll, however following the attack it must make a wisdom saving throw or be Convicted (as above).
You may use a bonus action to make a persuasion check to convince a convicted creature of your cause.
Once you use this feature, you can't use it again until you finish a long rest.

Oath of Asceticism
The ascetic paladin takes an oath to try to live a holy lifestyle. These paladins may train in a monastery, live as a hermit, or simply come from a tradition that encourages asceticism within the church ranks. Whatever their backgrounds, those that follow this oath believe that through their ascetic lifestyle, they achieve a closer connection to the divine forces that empower them.

Tenets of Asceticism
Coming from a multitude of religions and traditions, the ascetic paladins have a variety of oaths. In spite of their differences, the oaths tend to share the following themes.

Simplicity. An ascetic lives a simple life, and keeping only the items they need for their life and work. Excess should be given to those people or organizations that can use what you do not need.
Humility. Being able to live the life of the ascetic is a luxury. There are many who are unable to walk this path. Work with them without judgement and provide guidance suitable to their lives.
Reflection. Many of the world’s problems come from a lack of understanding. Seek knowledge of the divine, the world, and the self.
Forethought. The ascetic lifestyle is not easily maintained and requires dedication, planning, and training. Accept that you cannot predict everything but do not go through life unprepared.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Asceticism Spells
3rd - goodberry, purify food and drink
5th - enhance ability, see invisibility
9th - protection from energy, remove curse
13th - death ward, freedom of movement
17th - commune, commune with nature

Divine Armaments
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Additionally, you can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes. Also, you can roll a d4 in place of the normal damage of your unarmed strike.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Disciplined Body. As an action or reaction you ready your body to endure extreme suffering, using your Channel Divinity. For the next minute you have advantage Constitution saving throws and resistance to non-magical damamge.
Still Mind. As an action, you center your mind and become aware of the world around you, using your Channel Divinity. You have advantage on Wisdom checks for the next minute.

Aura of Serenity
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on wisdom saving throws.
At 18th level, the range of this aura increases to 30 feet.

Divine Body
Beginning at 15th level, you regenerate hit points on your turn equal to your charisma modifier while you are not incapacitated.
Additionally, you no longer suffer ill effects from aging.

Perfect Self
At 20th level, as an action, you can center yourself completely and feel the fullness of divinity within yourself. For 1 minute, you gain the following benefits:

You have resistance to all types of damage.
You are immune to critical hits.
The effects of magical healing you receive are doubled.
Once you use this feature, you can't use it again until you finish a long rest.