I was looking around at alternative Paladin Oaths and was
looking at the Oath of Martyrdom ( <a href="http://www.dnd-wiki.org/wiki/Oath_of_Martyrdom_(5e_Subclass)" rel="nofollow">http://www.dnd-wiki.org/wiki/Oath_of_Martyrdom_(5e_Subclass)</a>)
not long after witching DawnforgedCast’s Pirate Paladin video, when I was
struck by inspiration. The Oath of Penance or Oath of Redemption, this would be
a more angsty Oath, in which the Paladin
is driven to atone for their own past sins.
A sort of reverse Oath Breaker (Yes it’s an
Anti-Anti-Paladin, I am well aware of how meta that is). Essentially being to
an evil Paladin what the Oathbreaker is to a good Paladin, I’m also tempted to
suggest making it synergize well with or have special rules for Multiclassing from
Warlock or Rogue.
Paladins who take the Oath of Penance, are not driven to service
in the face of injustice, or a divine calling, Penitent Paladins are driven to righteous
action in penance. Once wicked men/woman now righteous warriors of justice and
defenders of the week. Penitent Paladins are less concerned with finding forgiveness
(They may not even believe they can be forgiven) and are more concerned with
healing the scars of their past transgressions. While most who make the Oath of Penance were simply
Criminals, Disillusioned Veterans, Cowards, or Turncoats former Oathbreakers
are not unheard of amongst there rank. Similarly in extreme cases It is not
impossible to find undead or fiends in this role.
Tenants
Seek Penance, Seek to set right past misdeeds as best you
can, and try to grant closure to those who you have wronged.
Grant Penance. Show compassion to the wicked twas not long
ago you had lost your way, and try your best to help others repent for their
own sins.
Sin No More. Try your best to set your evil ways in the
past.
Be Reborn. Seek to be a better person, as best you are able.
Spells and Powers would likely be based mostly on status
effect removal and selflessly setting the needs of the party before your own.
Oath of Penance Paladins may even have unique progression restrictions on their
Channel Divinity abilities, which correspond to their progression as a character
in the story.
If you’re interested in helping me flesh this out please
post suggestions below. Here are some Ideas for us to get started. Spells: I really
wanna give them Cats Grace is that weird?
(3) Confession:
Confess your misdeeds loudly for all to hear, allowing you to reclaim the last
spell you cast.
(3) Light of
Penance: Show the wicked who they really are. As an action, to lift up your
focus and shine a light into the hearts of wicked foes, Every opponent that can
see or hear you within 30 feet of you (and can understand you) must make a
Wisdom saving throw. Evil aligned Humans, Demihumans, and Humanoids will be feared
for 1 minute or until they take damage. Non-Evil Aligned Humans, Demihumans,
and Humanoids may become more passive and willing to negotiate if the GM allows
it.
(7) Aura of
Peace: Enemies within 10ft of you gain a -1 penalty on saving throws.
(15) Within Grace:
If the Paladin is fails a saving throw they may reroll once in between rests.
(20) Absolution:
The Paladin may enter into a state of Devine Grace, while in this state the
Paladin gains a +1 bonus to all saving throws, all enemies within 10ft must
make a wisdom save or suffer a further a further -1 penalty to all saving
throws, while in the aura. Seems a bit overpowered I know, Just all I can come up with at the moment.