penitent
The Penitent walks a path defined not by wrath or dominion, but by restoration. They believe that those who oppose them are not inherently irredeemable and that those who stand against them do so because they have no other choice. A penitent will seek to understand instead of conquer, and will mend the defeated in hopes of turning them to their side.
Do not mistake their optimism for naivety; it is merely their commitment to the idea that people, systems, and even enemies can change. Some Penitents are gentle counselors and healers. Others are stern reformers who believe accountability is the first step toward redemption. In all cases, they aim to correct rather than simply destroy. Only after every effort has been made, and the answer is still steel, the Penitent accepts this burden: to try first to save, and only when necessary, to end.
Tenets of the Penitent
Restraint Before Force. Violence is a decisive instrument and should be used with intention. Seek resolution through negotiation, leverage, or influence when possible. A peace secured without battle often endures longer than one won by the blade.
Potential for Change. Few individuals are defined solely by their worst acts. Circumstance, pressure, and belief shape behavior. By altering conditions or offering direction, you may redirect destructive momentum into more stable outcomes.
Steady Guidance. Transformation is gradual. Correction requires structure, consistency, and time. Enforce boundaries clearly, but allow space for adjustment. Lasting reform is cultivated, not demanded.
Measured Judgment. Not every conflict yields to diplomacy. When resolution through restraint fails or proves too costly, act decisively and accept the weight of that choice. Mercy and necessity are tools; wisdom lies in knowing which to wield.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Sleep |
| 5th | Calm Emotions, Hold Person |
| 9th | Counterspell, Hypnotic Pattern |
| 13th | Resilient Sphere, Stoneskin |
Forgiving Presence
Using your Channel Divinity, as a bonus action, you grant yourself expertise to all Persuasion checks for the next hour.
Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. Rebuking an attacker within 30 feet of you when it deals damage with an attack against a creature other than you.
Aura of Intervention
When a creature that is affected by your Aura of Protection takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. This feature doesn't transfer any other effects that might accompany the damage.
Protective Spirit
A divine presence mends your wounds in combat. You regain hit points equal to + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't Incapacitated.
Emissary of Redemption
Your presence is one of eternal forgiveness, reflecting the harm done to you, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes holy or unholy damage equal to half the damage you take from the attack; The damage type is decided based on the source of your power, up to the GM’s discretion.