Risen Demons that swear the
Oath of the Redeemer seek to atone for their previous actions by repairing the
damage done by the evil forces they once allied with. While the Redeemer is not
afraid to put his enemy to the sword, he believes that ending the cycle of
violence is the best way to gain atonement and acceptance into the blessed.
Tenets of the Redeemer
Sacrifice –
What you once took from others must now be offered back to them, even your very
life.
Penitence –
Remember where you came from, and why you left.
Compassion –
Aid others, protect the weak, lift up the fallen, accept the penitent.
Humility –
Do not regard yourself as above anyone. Oppose evil, but recall you were once
worse.
Oath of the
Risen Redeemer Spells
3rd – Cure Wounds, Sanctuary
5th – Calm Emotions,
Prayer of Healing
9th – Revivify, Beacon of
Hope
13th – Aura of Vitality, Death
Ward
17th – Greater
Restoration, Circle of Power
Channel Divinity
When you
take this oath at 3rd level, you gain the following two Channel
Divinity options.
Channel Demonic Essence – The Redeemer learns to convert his
physical form into positive energy that may be used to heal the wounded and
cure the sick. The Redeemer uses his own hit points to fuel this ability,
taking damage in return for energy to power the healing. As a standard action,
the Redeemer can heal any number of hit points to a willing target he touches
by converting his own hit points (2hp lost for 1 hp healed.). Similar to the
Lay on Hands ability, a Paladin may neutralize poison at the cost of 10 hit
points using this ability.
At 9th
level: the
Redeemer may now remove a disease or cure blindness/deafness at the cost of 10
hit points.
At 13th
level he heals at an even 1 for 1 conversion, and the cost to remove poison,
blindness/deafness, and diseases drops to 5 hit points.
At 17th
level he can cast Power Word Heal at the cost of 50 points from his Lay on Hands pool,
(or 75 of his own hit points.)
Invoke Redemption – As an action, you present your
holy symbol and offer peace and healing. Every opponent that can see or hear
you within 30 feet of you (and can understand you) must make a Wisdom saving
throw. Non-evil opponents have disadvantage on this saving throw. If the
creature fails its saving throw, it is unable to engage in any hostile action
for one round, and at the end of the round they will heal an amount equal to
your Charisma modifier. Opponents can make a new saving throw at the end of
each round. This effect endures until the opponent is attacked, or succeeds at
the saving throw.
Aura of Healing - Beginning at 7th level,
the Redeemer’s mere presence is enough to heal the sick and maintain health.
All allies within a 10 foot aura gain advantage to saving throws to resist
disease, poison, and death effects, and also gain resistance to necrotic
damage. In addition, allies within a 10 foot radius that fail a saving throw
against disease, poison, and death effects (or are currently suffering effects
from poison or disease) may immediately make an additional saving attempt. This
second attempt can only take positive effect, if the save is failed again, the
disease or poison do not take additional affect as per a normal failed save.
At 15th
level this aura extends to 30 feet, grants advantage to save vs magical
fatigue and exhaustion, and grants resistance to poison damage
Calming Aspect – As the Redeemer masters the
ability to transform his body into healing energy, at 15th level, the
Redeemer’s body changes and shifts in response to its exposure to pure positive
energy. The Redeemer takes on a more angelic aspect, his demonic features fade,
and even his mundane healing seems to be suffused with the divine. The Redeemer
gains proficiency on all Persuasion and Medicine checks (or double proficiency
bonus if those skills were already selected.) In addition, the Redeemer’s Lay on
Hands healing pool is doubled to Paladin level x10
Redeem This World – At 20th level the
Redeemer can take the form of an Angel of Redemption. For one minute. You gain
the following benefits:
*You emanate
an aura of redemption in a 30 foot radius. The first time any enemy enters the
aura or starts its turn there during a battle, the creature must succeed at a
wisdom saving throw or become regretful for one minute. Regretful opponents
have disadvantage on all hostile actions.
*At the start of each of your turns, you and
all allies within a 10 foot radius regain 10 hit points.
*During this
time, you can Channel your Angelic Essence to remove conditions (do we want to
set this as any negative condition, even those that haven’t been included up to
this point?) without paying the self-damaging cost. – sure
*For the duration of this effect, your
type changes to celestial.
Special thanks to John Reddish for his work on this.