⠒ 🪽 Redemption Oath - JulTob/DnD GitHub Wiki
Oath of Redemption: The Path of Peace
The Oath of Redemption is a solemn commitment to peace, understanding, and the belief that all creatures can find a path to righteousness. Paladins who take this oath, often called redeemers, believe in the power of mercy and seek to turn their foes toward the light rather than destroy them outright. They stand as beacons of hope, embodying the ideals of redemption and forgiveness, even in the face of overwhelming darkness.
However, the path of the redeemer is not an easy one. These paladins must balance their ideals with the harsh realities of the world, often finding themselves in situations where their commitment to peace is tested. They use violence only as a last resort, when all other means of reconciliation have failed. Yet, even in battle, they fight not out of hatred, but with the hope that their foes might yet be saved.
Tenets of Redemption
Paladins who swear the Oath of Redemption are held to a high standard, embodying the following tenets:
- 
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. 
Features
Oath Spells
You gain the following oath spells at the Paladin levels listed:
| Paladin Level | Spells | 
|---|---|
| 3rd | Sanctuary, Sleep | 
| 5th | Calm Emotions, Hold Person | 
| 9th | Counterspell, Hypnotic Pattern | 
| 13th | Otiluke's Resilient Sphere, Stoneskin | 
| 17th | Hold Monster, Wall of Force | 
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. 
- 
Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet 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 Wisdom 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. 
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 the creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
- At 18th level, the range of this aura increases to 30 feet.
Protective Spirit
Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your Paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
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 hits you with an attack, it takes radiant damage equal to half the damage it dealt to you.
If a creature attacks you and deals damage, it suffers for its violent actions. However, if a creature attempts to harm you and fails, it is spared this retribution, reflecting the path of mercy that you embody.