Thursday, August 28, 2014

Oath of the Risen Redeemer (5e Paladin Oath)

Typically, the Oath of the Risen Redeemer is only taken by Risen Demons or other kinds of Fiends. However, in rare situations, a mortal can take this oath. 

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. 

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