Oath of Balance (5e Subclass)

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Oath of Balance[edit]

Paladin Subclass

Whilst most Paladins bask in the sunlight that is glory and championship, those who take the Oath of Balance Paladins swear to make sure that the monsters in the darkness never see the light of day, and those who corrupt the light disappear. Balance Paladins acknowledge that there is evil in every corner of people and the universe, and that people should display their most prominent traits, instead of hiding secrets.

Tenets of Balance

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Rise Above Conflict. You shun chaos, deceit, and killing, and must show mercy to your foes when necessary.
Use the Dark. When you know of a disturbance in nature or order, you must takes steps to correct the problem.
Use the Light. 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.
Hunt the Corrupt. Liars bathe in sin and glory. Bathe in their blood. Evil takes many forms, Evil beings hide behind false masks and paint themselves as perfection.

Oath of the Balance Spells
Paladin Level Spells
3rd alarm, thunderwave
5th moonbeam, invisibility
9th counterspell, fear
13th banishment, blight
17th antilife shell, hold monster
Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Turn Evil. As an action, you may touch a creature to give them an additional 60 feet of darkvision for 10 minutes.

Force Shroud. You create a 15ft by 15ft cube of darkness or dim light centered on you for up to 1 minute. While the cube lasts, or until you dismiss it as a bonus action, at the start of your turn you can select up to three creatures inside this cube to take 1d4 necrotic at the start of each turn they spend in its area, or when they enter this effect’s area for the first time.


Snuff

At 7th level, shadows have become your servant. You can choose to alter lighting within 10 feet of you, changing any area of light to dim light or darkness as an Object Interaction. Creatures within areas of altered light have disadvantage on saving throws imposed by your spells and abilities, as well as fear


Shadowstalker

Starting at 15th level, you gain the following abilities: You cannot suffer disadvantage on Dexterity (Stealth) checks as a penalty from wearing certain armor. You gain darkvision with a radius of 120 ft. If you already have darkvision, its area is increased by 30 ft, up to a maximum of 150 ft. Alternatively, you may gain blindsight out to a range of 10 feet. Any melee attacks made against you in darkness or dim light have disadvantage.


Trueknight

At 20th level, you can assume the form of a champion of Light and Dark. You are protected by shadows and are empowered by Light. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: You are immune to ranged weapon and spell attacks. Any ranged attack made against you seems to vanish as it passes through your form. This does not apply to area-of-effect damage. You can walk from one shadow to another. When you are in dim light or darkness you can use your bonus action to teleport between shadows within 60 ft of each other. You learn the alignment of every creature within 200ft of you. You may choose to convert damage you deal in this time into radiant or necrotic damage.

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