Oath of Balance V 2.0

The Oath of Balance is a sacred group of law enforccers and special agents who wish to maintain cosmic order through the tracking and banishment of extraplanar forces causing trouble on the material plane.

Tenents of The Oath of Balance

This is the doctrine of the Keepers of Balance and all who call themselves as such must persue these goals.

Maintain Planar Balance. You must seek to return all beings to their home planes.

You must seek to return all beings to their home planes. Defend the Material. You are sworn to protect those of the material plane from extraplanar forces.

You are sworn to protect those of the material plane from extraplanar forces. Sentence the Disorderly. If all else fails, rid our world of chaos by any means necessary.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells 3rd Absorb Elements, Shield 5th Misty Step, See Invisibility 9th Blink, Protection from Energy 13th Dimension Door, Greater Invisibility 17th Contact Other Plane, Planar Binding

Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options.

Planar Sense. As an action, you may choose one creature type from: abberations, celestials, elementals, fey, fiends, or undead and sense the location and number of creatures of the chosen type within 1 mile.

As an action, you may choose one creature type from: abberations, celestials, elementals, fey, fiends, or undead and sense the location and number of creatures of the chosen type within 1 mile. Weapon of Order. As an action you can imbue one weapon that you are holding with cosmic energy. For 1 minute, you may add force damage equal to your Charisma modifier to damage rolls made with that weapon (minimum of +1). If the weapon is not already magical, it becomes magical for the duration.

Smite of Fate

Beginning at 7th level, your divine smite is charged with newfound cosmic power and you gain the following benefits:

• Your divine smite deals force damage instead of radiant damage.

• Increased smite damage to undead and fiends applies to abberations, celestials, elementals, and fey as well.

• When you smite a creature it must succeed a constitution saving throw against your spell save DC or be stunned until the beginning of your next turn. A creature becomes immune to the effects of this feature for the following 24 hours if stunned in this way.

When you gain Improved Divine Smite at 11th level, the radiant damage apart of that feature is also converted to force damage.

Otherworldly Aversion

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Guardian of Balance

At 20th level, you gain the ability to harness extraordinary cosmic power. As an action, you can magically become an avatar of Order, gaining the following benefits for 1 minute:

• You have resistance to all damage except nonmagical bludgeoning, piercing, and slashing damage.

• Any damage you deal with a weapon attack is force damage.

• When making a weapon attack, you have advantage to hit against abberations, celestials, elementals, fey, fiends, and undead. Otherwise, you get a +2 to hit.

• You gain 120 feet of truesight.

Once you use this feature, you can’t use it again until you finish a long rest.