Oath of Karma
“And here they say that a person consists of desires,
and as is his desire, so is his will;
and as is his will, so is his deed;
and whatever deed he does, that he will reap.”
-Brihadaranyaka Upanishad, 7th century BCE
Consequences are inevitable, either for a good deed
or an evil act. Without regard for the intent, all good
deeds must come with a reward, and evil acts must be
followed by a proper punishment. All must take the
responsibility for the action they have taken, be it a
sin or an act of virtue. Followers of Karma believe that
they must step in where the laws and customs of men
failed. They take the responsibility where others do
not dare. Whether it is fair or ugly, truth must not be
denied, and consequences must not be avoided.
Tenets of Karma
Reason: Never rush into mindless actions or emotions.
Check your inner self, conscience and experiences to
weigh an act before deciding a fate. Use your reason.
Responsibility: All acts have consequences; so do
yours. Do not run from them, whether fair or foul.
You are the architect of your own actions; you are
responsible for whatever you have done.
Consequence: All must meet a fate for the deeds
they do. All consequences are met, whether by
the authorities or society, by the strength of your
hands, or by the keenness of your blade. Bring the
consequences to the world.
22
Subclass Options
Duty: You must keep your word. Face what you have
promised. Giving a word is also a deed that must
be faced.
Optional Feature: Bad Karma
As an optional rule, when a paladin fails to follow the
tenets of the oath they swore, instead of becoming
an Oathbreaker Paladin, the aspects of chaos such
as powerful djinni, offsprings of leviathan, or great
beings from chaotic otherworlds reach out to the
paladin and attempt to convert them to their chaotic
ways. With this method, the paladin becomes a
Chaos Domain cleric at the same level. The ability
scores will not change, but everything related to class
abilities transforms; for instance, the ability to use
divine smite will not work.
Oath of Karma Spells
of a fight. Whenever you or an ally within your aura
drops below half of its hit point maximum, you can
use your reaction to give them temporary hit points
equal to 1d4 + your paladin level. Additionally, if they
take damage from a creature within 60 ft. of you,
you can force the creature to make a Wisdom saving
throw against your spell save DC or be compelled to
fight you for 1 minute and take damage equal to half
your paladin level (minimum 1) while in your aura
when they start their turn in it. They repeat the saving
throw at the end of each of their turns. If they do not
choose to attack you, they have disadvantage on the
attack roll. This aura increases to 30 ft. at 18th level.
Level 15: Divine Karma: When you heal an ally, you
can take the amount as necrotic damage to yourself
(can’t be reduced by any means) and gain an extra
healing option. You can heal the same creature or
another creature within 30 ft. of you an amount equal
to the damage you took.
This feature works with healing spells or features that
target one creature.
Level 20: Avatar of Karma: You can use your bonus
action to become the Avatar of Karma and gain the
following benefits for the next minute.
D Within your Aura of Protection, when an ally takes
damage, you can expend a spell slot as a reaction
to make the damage bounce back to the attacker.
The attacker takes half the damage it dealt. Also,
if you expend a spell slot higher than 1, every spell
level increases this damage by 1d8 radiant.
D You are immune to the prone condition.
D You have magic resistance.
You can’t enter this state again until you finish a long rest.