Paladin Oath of Absolution

Fallen and Repentant The Oath of Absolution is rare among paladins. Unlike other so-called Oathbreakers, Paladins of Absolution are fully penitent for their actions, and wish to return to the graces of good and rightness. Unfortunately for them, the path of redemption is perilous; the slightest misstep can make their entire quest fruitless. An Absolver, as they are often known, fights with the shreds of power they can salvage from what remains of their former Oaths, for the benefit of the good and innocent. The Absolver does not kill needlessly; even one innocent life taken can damn them for the rest of eternity. Despite this, they take up an Oath that requires evil be purged from the world; a villain released can cause far more damage than a good man executed. This mix of extremes cripples most Absolvers, who must struggle at every moment with potentially allowing evil to flourish under them while safeguarding those they wish to protect. If a paladin falls but is still willing to maintain the path of good, they may choose to adopt this Sacred Oath rather than the Oathbreaker detailed in the Dungeon Master's Guide.

Tenants of Absolution Personal Failure. Whatever acts made you pick up the Oath of Absolution, they are your failures and your failures alone. You must bear the weight of shame for your actions, and ensure that no one has to repeat or suffer for them. Death alone will wipe your actions away. Protect the Pure. Protect those who do not bow to the temptations of evil. Act in their name to better the world. Allow none to corrupt their intentions, and punish the wicked who would. You must bear the evils they cannot. Guide the Mislead. Not all who do evil are lost to it. For those fortunate few who can be saved, grant them mercy so they may try again. The mislead must be constantly righted, however; evil already has its roots within them. Guide all you can from evil. Proportionate Retribution. For those lost to evil, punish them appropriately. A thief deserves jail, an assassin execution, and a tyrant deposement. Not all beings of certain stature are truly lost: a demon may be redeemed, as an Angel may fall. Responsibility. For those who may recover you kill, you must accept that you could have saved them. For those who do not repent you spare, you must accept responsibility for allowing their sins.

Absolution Spells You gain Oath spells at the paladin levels listed. Level Spells 3rd guiding bolt, sanctuary 5th branding smite, warding bond 9th crusader's mantle, protection from energy 13th guardian of faith, Otiluke's resilient sphere 17th destructive wave, raise dead

Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options. Radiant Retribution. As an action, you may choose one ally within 10 feet of you that you can see and wrap them in bands of radiant energy. Until your next turn, any enemy that damages the chosen ally while within 10 feet of them takes 1d6 + your Charisma Modifier Radiant damage. Weight of Guilt. As an action, you may force any creatures within 30 feet of you that can see and hear you to bear the psychological toll of their sins. Non Fiends or Undead affected by this are Blinded and knocked Prone, and suffer 1d6 Radiant damage. Fiends or Undead affected by this are Blinded and knocked Prone, have disadvantage on the saving throw, and suffer 2d6 Radiant damage. You are not immune to this effect; you are always targeted by this ability. A target can make a Wisdom saving throw to only be knocked prone.

Blood for Blood At 3rd level, your forsaken status removes your ability to use Lay on Hands' pool of healing power, and later Cleansing Touch's uses. Instead, you may sacrifice your own hit points to use Lay on Hands, and spell effects you cure Cleansing Touch affect you instead.