Tenets of redemption
The tenets of the Oath of Redemption hold a champion to a eminent standard of peace and justice .
Peace. Violence is a weapon of last recourse. Diplomacy and understanding are the paths to durable peace .
Innocence. All people begin life in an innocent express, and it is their environment or the influence of blue forces that drives them to evil. By setting the proper example, and working to heal the wounds of a profoundly flawed world, you can set anyone on a righteous path.
Patience. Change takes clock. Those who have walked the path of the arch must be given reminders to keep them honest and true. once you have planted the seed of righteousness in a creature, you must work day after sidereal day to allow it to survive and then flourish .
Wisdom. Your heart and mind must stay clear, for finally you will be forced to admit get the better of. While every creature can be redeemed, some are so far along the path of malefic that you have no choice but to end their lives for the greater good. Any such natural process must be carefully weighed and the consequences in full silent, but once you have made the decision, follow through with it knowing your way is just .
You gain oath spells at the champion levels listed.
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When you take this oath at 3rd charge, you gain the follow two Channel divinity options .
- Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
- Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Aura of the Guardian
Starting at 7th charge, you can shield your allies from damage at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, rather of that creature taking it. This sport does n’t transfer any other effects that might accompany the wrong, and this damage ca n’t be reduced in any way .
At 18th level, the image of this aura increases to 30 feet.
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Starting at 15th flat, a holy presence mends your wounds in combat. You regain collision points peer to 1d6 + half your champion floor if you end your go in battle with fewer than half of your hit points remaining and you aren ’ deoxythymidine monophosphate incapacitated .
Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you the following benefits .
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
If you attack a creature, cast a spell on it, or deal wrong to it by any means but this feature, neither benefit works against that animal until you finish a long rest .