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Paladin

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. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Ideals: 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 them to the light, and slay them only when such a deed will clearly save other lives.

Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

All people begin life in an innocent state, by setting the proper example you can set anyone on a righteous path.

Those who have walked the path of the wicked must be given reminders to keep them honest and true.

Level Spells
3Sanctuary, Sleep
5Calm Emotions, Hold Person
9Counterspell, Hypnotic Pattern
13Death Ward, Otiluke’s Resilient Sphere
17Hold Monster, Wall of Force

Subclass Features

Lv 3

Channel Divinity

You gain the following two Channel Divinity options

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.

Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 ft 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 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.

Oath Spells

Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Aura of the Guardian

You protect your allies as they tread with you down the path of Redemption. Whenever you or an ally within your Aura of Protection fails a CON, or STR saving throw they may reroll the save, taking the new result. A creature can benefit from this feature once per long or short rest.

Lv 15

Protective Spirit

A holy presence mends your wounds in combat. You regain hit points equal to 1D6 + half your Paladin level rounded down if you end your turn in combat with fewer than half of your hit points remaining but at least one and you aren’t Incapacitated.

Lv 20

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 half the damage you take from the attack.

If you attack a creature, cast a 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.