Oath of Redemption (Revised)
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. Paladins who dedicate themselves to this oath believe that 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 their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Redemption Spells
Paladin Level | Spells |
---|---|
3rd | feather fall, sanctuary |
5th | calm emotions, hold person |
9th | counterspell, life transference |
13th | Otiluke's resilient sphere, stoneskin |
17th | hold monster, wall of force |
Merciful Touch
At 3rd level, you can prevent others from dying with a simple touch. You gain the Spare the Dying cantrip if you don't already know it.
Channel Divinity
When you take this oath at 3rd level, 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 Charisma (Persuasion) checks for the next 10 minutes.
Reprisal. You can use your Channel Divinity to prevent some of the harm you or an ally would normally take and channel it into retributive energy. When you or a creature within 30 feet of you takes damage, you can use your reaction to magically halve that damage, as you conjure a temporary divine barrier around the target that absorbs some of the damage. Once in the next minute, when you hit a creature with an attack, you can add an amount of radiant damage to that attack's damage roll equal to the amount of damage blocked by the barrier.
Aura of the Guardian
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage.
At 18th level, the range of this aura increases to 30 feet.
Protective Spirit
Starting at 15th level, the divine energy present in you mends your wounds. You gain regeneration equal to 5 + half your paladin level. If you take necrotic (if you are good or neutral) or radiant (if you are evil) damage, this trait doesn't function at the start of your next turn.
Furthermore, once you reach 20th level, the divine energy that suffuses you causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Emissary of Redemption
At 20th level, 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 damages you, or you take damage from your Aura of the Guardian ability in response to damage caused by a creature, the creature takes radiant damage equal to 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.