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#sentinel karma fan concept
leagueoflegendsna · 3 years
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Sentinel Karma by 大 黑柱 (this artist usually draws karma with lighter skin, guess it’s a reference to her lighter complexion when she was pre-rework?) 
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(Reference: Old Sakura Karma & Sun Goddess Karma Chinese Splashes) 
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wearepaladin · 5 years
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Oath of Penance: A much needed reskin for the Oath of Conquest
I was never a fan of Oath of Conquest for obviously sympathetic reasons to this blog's own but this morning had a thought for a character and the mechanics of said oath worked too well with the concept so after I failed to find an existing reskin I spent my Sunday making this! Hope this provides a more palatable alternative to those who want to play with those mechanics with out being inherently evil about it. As far as gods go, it just screams Ilmater for forgotten realms. (if you're like me and use the Greek pantheon might I suggest Arete? Or just for paladins in general really. Arete is an amazing goddess for paladins and as far as greek gods go she's probably like top 3)
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Oath of Penance
The Oath of Penance is sworn by paladins whose pasts were anything but honourable. Conquerors, murderers, and tyrants alike who learned the errors of their ways. Who seek not redemption or a return to glory and power but to atone for as much as possible while they still live with the hopes they can face death's call with heads held high. Sometimes called scarred sentinels or penitents, these paladins wear armour damaged from countless battles, making sure to preserve every mark as a reminder of the strike they've endured. These marks serve not only as reminders but also as a warning to those who would oppose the light and seek to do harm to those within the penitents reach.
  Tenets of Penance
Paladins who takes this oath are known to carry the tenets of penance upon their backs; be it in ink, scar, or brand.
       Impede The Cycle of Cruelty. Fight, but not for the sake of fighting. Make your enemies fearful, not to be feared but to teach your foe fear of their own sin and cruelty. And once they know this fear, allow them the chance to repent. For a blade can end a sinner's life but only so long as the sinner lives and remembers can they repay the favour in turn.
       Forgiveness. Forgive both others and yourself for what you have right to forgive. Forgive others so they can learn how to let go of their resentments and forgive yourself so that others can know that it can be done.
       Do Not Forget. No matter how you may be tempted to forget the darkness of your past and the worlds around you, you must remember all the same. To forget the wrongs of other is to foster cowardice and enable others to perpetuate the same wrongs without worry. And to forget your own wrongs is to undo any forgiveness you've earned thus far; as to forget is not only to shirk responsibility for your actions, but also to deprive yourself of the means to learn from those mistakes.
       Root Out The Weakness In Strength. The greatest of your foes shall respond only to the might of others. Have the power to open their ears and the wisdom to pick apart their sophistries of strength and tyranny. And should they prove beyond hope or desire of positive change, bring about their end swiftly in a way that not only prevents them from causing harm again but a way that dissuades those who would follow in their footsteps and brings whatever closure possible to their victims.
  Oath of Penance Spells
Same as the Oath of Conquest but bestow curse at 9th level is replaced with life transference (from Xanathar's Guide to Everything)
  Dread of the Guilty
You can use your Channel Divinity to evoke and amplify dread-fear in others by calling forth every wrong they've ever committed to the forefront of their minds. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  Guided Strike
       (No fluff changes required)
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
  Aura of Penitence
Starting at 7th level, while you’re not incapacitated you constantly emanate an oppressive aura like that of the sky upon the shoulders of Atlas. The aura extends 10 feet from you in every direction, but not through total cover.
       Your aura is overpowering to the unrepentant and cowardly. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
       At 18th level, the range of this aura increases to 30 feet.
  Karma of the Violent
Starting at 15th level, those who wish to harm you must be resolved to receive it in turn. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
  Warrior Saint
At 20th level, you gain the ability to manifest all the suffering you've endured in penance as martial ability. As an action, you can magically become an avatar of punishment, gaining the following benefits for 1 minute:
You have resistance to all damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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