Oath of Divine Retribution (Paladin Oath)

There are many militant orders amongst the religions of the world. They make war and crush enemies beneath their mailed boot. However, there are ordained warriors whose purpose is not to crush the enemies of their deity but instead to mark them with their deity’s disfavor so they know exactly what divine entity is seeking retribution and for what. These are the paladins that take the oath of divine retribution.

Tenets of Retribution

The tenets of the Oath of Divine Retribution vary by paladin, but all the tenets center on being the vehicle of redress on the foes of your deity. Paladins who uphold these tenets hunt down and mark those scorned by their faith. Their alignments vary but they always match those of their deity or faith. The core principles of the tenets are as follows:

  • No Sin Shall Go Unpunished. A sinner must be made to face their sin and repent or be marked.
  • The Faithful Shall be Protected. Those who follow the tenets of faith are sacred and their defense must be vouchsafed.
  • Surety of Faith. I shall not question the sentence imposed upon the marked.
  • Duty Above Self. I shall give my blood and life to deliver vengeance for my faith.

Oath Spells

You gain the following oath spells at the Paladin levels listed.

Level Spells
3rd Command, Hunter’s Mark
5th Augury, Hold Person
9th Magic Circle, Spirit Guardians
13th Banishment, Divination
17th Commune, Hold Monster

Channel Divinity

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

Mark of Disfavor. As an action, you present your holy symbol and utter a prayer of retribution, using your Channel Divinity. Choose one creature within 60 feet that you can see. If the creature is an enemy of your faith or has an alignment that opposes your faith on any or both axes, the target is marked. The target must make a Charisma saving throw.

Creatures who are condemned enemies of the faith or have alignments that oppose the faith on both axes have disadvantage on the saving throw.

On a failed saving throw, the creature is marked and has disadvantage on all attack rolls, ability checks, skill checks and saving throws for 1 minute.

On a successful saving throw, The creature has disadvantage on the next attack roll, ability check, skill check or saving throw they make.

Aura of Revelation. As an action, you can utter a prayer that reveals the presence of your foes. All creatures within 10 feet that are an enemy of your faith or have an alignment that opposes your faith on any or both axes, they are limned in light as if affected by the Faerie Fire spell. Only you gain the benefit of seeing the creatures limned in light and the benefits of the Faerie Fire effect. The aura remains active for 1 minute. If a creature leaves the aura, they are no longer affected, though, upon reentry they are affected again.

Unfetter the Eyes

At 7th level, you unmask your foes for yourself and your allies. Any creature within the aura of revelation are now limned in light for your allies as well. Additionally, you and your allies can see the true nature of the creature as if affected by the True Seeing spell.

Scion of Directed Favor

Starting at 15th level, you are a living vessel of your faith’s favor and disfavor. Creatures within 10 feet of you that are enemies of your faith or have an alignment that opposes your faith on any or both axes have disadvantage on saving throws against your Channel Divinity abilities and spells. Allies within 10 feet have advantage on saving throws against creatures affected by your mark of disfavor Channel Divinity ability.

Divine Vessel

At 20th level, you can harden yourself against the enemies of your faith. Using your action, you may call upon the protection of your faith. For 1 hour, you gain the following benefits:

  • You gain resistance to all damage dealt by creatures that are an enemy of your faith or have an alignment that opposes your faith on any or both axes.
  • You gain advantage on saving throws against creatures that are an enemy of your faith or have an alignment that opposes your faith on any or both axes.
  • You are immune to spells that impose curses like Bestow Curse or Cursed Blade.

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

Section 15: Copyright Notice

Breath of Life: The Lathspell (5e), © 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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