Remove these ads. Join the Worldbuilders Guild

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Overview & Creation

Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.


Class Features

Divine Sense     The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.   Lay on Hands   Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.   Fighting Style   Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
  Spellcasting   By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.   Preparing and Casting Spells   The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus   You can use a holy symbol as a spellcasting focus for your paladin spells.   Divine Smite   Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Divine Health   By 3rd level, the divine magic flowing through you makes you immune to disease.   Sacred Oath   When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.   Oath Spells     Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.   Channel Divinity   Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.   Harness Divine Power (Optional)   Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.   Extra Attack   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Aura of Protection   Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.   Aura of Courage   Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.   Improved Divine Smite   By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.   Cleansing Touch   Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

 


Subclass Options

Oath of the Ancients
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.   Tenets of the Ancients   The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of the Ancients Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
  Aura of Warding   Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.   At 18th level, the range of this aura increases to 30 feet.   Undying Sentinel   Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.   Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.   Elder Champion   At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.   Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.  
Oath of Conquest
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.   Tenets of Conquest   A paladin who takes this oath has the tenets of conquest seared on the upper arm.
  • Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Conquest Spells
Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. 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. 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 Conquest   Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.   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.   Scornful Rebuke   Starting at 15th level, those who dare to strike you are psychically punished for their audacity. 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.   Invincible Conqueror   At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, 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.  
Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.   Tenets of the Crown   The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of the Crown Spells
Paladin Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Divine Allegiance   Starting at 7th level, when a creature within 5 feet of you 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.   Unyielding Saint   Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.   Exalted Champion   At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.  
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.   Tenets of Devotion   Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
  • Honesty. Don't lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion   Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.   At 18th level, the range of this aura increases to 30 feet.   Purity of Spirit   Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.   Holy Nimbus   At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.   Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.   In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.   Once you use this feature, you can't use it again until you finish a long rest.  
Oath of Glory
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.   Tenets Of Glory   The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
  • Actions over Words. Strive to be known by glorious deeds, not words.
  • Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
  • Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
  • Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Glory Spells
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection From Energy
13th Compulsion, Freedom Of Movement
17th Commune, Flame Strike
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
  • Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Aura of Alacrity   At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.   When you reach 18th level in this class, the range of the aura increases to 10 feet.   Glorious Defense   When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.   Living Legend   At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.  
Oath of Redemption
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.   While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.   Tenets of Redemption   The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
  • Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
  • Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
  • Patience. Change takes time. Those who have walked the path of the wicked 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 day to allow it to survive and then flourish.
  • Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Redemption Spells
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force
Channel Divinity   When you take this oath at 3rd level, you gain the following 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 level, you can shield your allies from harm 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, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.   At 18th level, the range of this aura increases to 30 feet.   Protective Spirit   Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + 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   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 damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  
Oath of Vengeance
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.   Tenets of Vengeance   The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Vengeance Spells
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger   By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.   Soul of Vengeance   Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.   Avenging Angel   At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.  
Oath of the Watchers
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.   Tenets of the Watchers   A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.
  • Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
  • Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
  • Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Heroism Spells
Paladin Level Spells
3rd Alarm, Detect Magic
5th Moonbeam, See Invisibility
9th Counterspell, Nondetection
13th Aura of Purity, Banishment
17th Hold Monster, Scrying
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Aura of the Sentinel   At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.   At 18th level, the range of this aura increases to 30 feet.   Vigilant Rebuke   At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.   Mortal Bulwark   At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.  
Oathbreaker
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.   Oath Spells   You gain oath spells at the paladin levels listed.  
Oathbreaker Spells
Paladin Level Spells
3rd Hellish Rebuke, Inflict Wounds
5th Crown of Madness, Darkness
9th Animate Dead, Bestow Curse
13th Blight, Confusion
17th Contagion, Dominate Person
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
  • Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate   Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.   At 18th level, the range of this aura increases to 30 feet.   Supernatural Resistance   At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.   Dread Lord   At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.   While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.   After activating the aura, you can't do so again until you finish a long rest.  
Oath of the Open Sea
The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.   Tenets of the Open Sea  
  • No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.
  • Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.
  • Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
  • Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.
  Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of the Open Sea Spells
Paladin Level Spells
3rd Create or Destroy Water, Expeditious Retreat
5th Augury, Misty Step
9th Call Lightning, Tidal Wave
13th Control Water, Freedom Of Movement
17th Commune With Nature, Maelstrom
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Marine Layer. As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.
  • Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.
Aura of Liberation   Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.   When you reach 18th level in this class, the range of the aura increases to 30 feet.   Stormy Waters   At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.   Mythic Swashbuckler   At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:
  • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks.
  • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
  • You can take the Dodge action as a bonus action.
  • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.
Once you use this feature, you can’t use it again until you finish a long rest.  
Oath of Treachery
The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.   Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery   Tenets of Treachery   A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.   Oath Spells   You gain oath spells at the paladin levels listed.  
Oath of Treachery Spells
Paladin Level Spells
3rd Charm Person, Expeditious Retreat
5th Invisibility, Mirror Image
9th Gaseous Form, Haste
13th Confusion, Greater Invisibility
17th Dominate Person, Passwall
Channel Divinity   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
  • Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
Aura of Treachery   Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
  • Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
  • Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.
Blackguard's Escape   At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.   Icon of Deceit   At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.  
Oath of the Forgotten
The Oath of the Forgotten is an alternative option for good- aligned Oathbreakers. This is an oath that is sworn to yourself, that you will reclaim that which is lost. The Oath of the Forgotten is an oath of reclamation. Discovery, and rediscovery. Your duty has been forgotten once. You will reclaim it.   Tenets of the Forgotten   The tenets of the Forgotten are contradictory, just as those paladins who follow it. It is each paladin's fate to both respect mystery and to brush it aside.
  • Accept What Is Unknowable. Some things were meant to be forgotten. Remember that everyone has their reasons for burying secrets. Some are better than others.
  • Revel In Discovery. Kicking over the rocks that hide secrets is both rewarding and your duty. Bringing the forgotten to light is what you were meant to do.
  • Atone For The Lost. For every ideal and life left behind, remember them. For everything forgotten, make it right. 
  • Seek The Truth. There is an excuse that people give for forgetting, and there is a real reason. Find it.
  • Never Forget. Your sins are yours to bear. Do not lay them down.
Oath Spells   The following spells become available to you once you reach a level at which you can cast them. They are always prepared for you.
Paladin Level Oath Spells
3rd identify, detect good and evil
5th detect thoughts, zone of truth
9th clairvoyance, speak with dead
13th arcane eye, divination
17th legend lore, modify memory
Channel Divinity 
  • In Remembrance. As an action, you present your holy symbol and say a short prayer. One creature that you designate within 30 feet must make a Wisdom Saving throw against your Paladin spell save DC. On a failure, they are wracked with pain as they forcibly recall every evil thing they have ever said or done. Your target suffers 1d4 psychic damage per level of their CR, or character level, and is stunned until the end of their next turn. If the target succeeds this saving throw, it suffers half damage, but is not stunned. A creature who the DM considers "unrepentant" has advantage on this save, whereas a creature the DM considers "guilt-ridden" has disadvantage.
  • Turn the Liar. As an action, you can command that no secrets be hidden within your presence. You become aware of any creature who willfully tells a lie within 10 feet of you for the next minute. How you become aware of this is up to you, whether they glow to your eye, smell wrong, the lies whistle, etc. As a bonus action while this effect is active, you can choose to identify this liar. Force the creature to make a Charisma Saving throw. On a success, nothing happens and your Channel Divinity ends. On a failure, that creature can not speak for 1 minute, can not move any closer to you, and has disadvantage on any attack roll, ability check, or saving throw while within your line of sight for this duration.
Aura of Secrets   At level 7, you project an aura of nondetection to keep hidden that which must remain buried. All creatures within 10 feet of you, including yourself, are immune to divination magic unless you choose otherwise.   Never Forget   At level 15, your commitment to regaining what is Forgotten is so great that even death can not hold you at bay for long. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. Furthermore, you are unable to become undead. If a spell or effect would transform you into an undead creature, it instead restores you to life.   Uncloak   At level 20, you are able to don the Uncloak, a powerful wave of divine magic that allows you to see all, and keeps no secrets from you. As an action, you grant yourself the following effects for the duration of 1 hour. 
  • You can use this ability once per long rest.
  • All Intelligence (Investigation) and Wisdom (Perception) checks you make have a +15 modifier.
  • The spell detect thoughts has a casting time of a bonus action and does not require a spell slot to cast, furthermore, if your target succeeds their check to stop you from probing deeper into their mind, they do not recognize you as the caster.
  • You are immune to charm effects.
  • You have Truesight for a 100 foot radius, and Blindsense for a 10 foot radius.
 
Oath of Shadows
The Oath of Shadows is a secretive code, sworn by those paladins who realize that they cannot do what they must by the light of day. They take to the night and shadows, cloaking themselves in power drawn from the shadowfell turning the darkness against their foes. Some are selfish blackguards seeking personal wealth, while others are vigilante heroes seeking to root out evil that is normally shielded by the law.   Tenets of Shadows   Each paladin who swears to the Oath of Shadows decides for themselves what is truly right and wrong, and though they range from good to evil they are rarely lawful Still they share certain tenets about how to enact their morality on the world
  • Cast a Great Shadow. You know that just as a shadow can loom much larger than its source, the idea of you can be far more terrifying than you yourself. Use any dramatic flourish, imposing costume, or mysterious tactic you can to leave your foes telling fearful tales of you long after you have left them. The shadow you cast over your foes is your greatest weapon. 
  • Shades of Gray. No one is perfectly good or evil There is no moral black and white, only shades of gray. Even those with the best intentions can commit evil and even those who seem irredeemable can still change for the better. One should not slay the wicked in thoughtless haste, for they may not be so wicked forever, and the slayer may not be so righteous.
  • Remain Cowled. The night and shadow are your cloak and cowl guarding you from those who would stymie your efforts out of a misguided hunger for transparency and "truth." But darkness and deception are not inherently good or bad- they are tools that can be used for any cause. Stay within the safety of the darkness, and always keep your true nature private and hidden except from your most trusted allies.
  • Do What Must Be Done. Laws, norms, and rules have a purpose and a place, but you belong outside that place. You must do what you believe is correct in the privacy of your heart, even if it means being a vigilante, pariah, or criminal
Oath of Shadows Spells  
Paladin Level Spells
3rd Blackout (new), Disguise Self
5th Darkness, Misty Step
9th Fear, Nondetection
13th Greater Invisibility, Phantasmal Killer
17th Chilling Darkness (new), Seeming
Channel Divinity   When you take this oath at 3rd level you gain the following two Channel Divinity abilities.
  • Eyes in the Dark. As an action, you can imbue your eyes with power from the shadowfell using your Channel Divinity. For 1 minute, you can see normally in darkness, both magical and nonmagical to a distance of 60 feet. If you normally have darkvision, this distance increases to 120 feet. You can also see invisible creatures within 15 feet of you for the duration. This effect instantly ends if you become incapacitated. 
  • Shadow Jaunt. As a bonus action, you can dive into your own shadow and out of another nearby shadow, using your Channel Divinity. You teleport up to 30 feet to an unoccupied space within 5 feet of another creature that you can see.
  Shadow Smite   Starting at 3rd level your Divine Smite deals force damage instead of radiant damage.   Aura of Manace   Starting at 7th level when a creature within 5 feet of you makes an attack against a friendly creature and you are conscious, you can choose to give the attacker disadvantage on the attack roll You choose before the roll is made. At 18th Level the range of this aura increases to 15 feet.   Nightfall   Also at 7th level you learn to float like a looming shadow. You never suffer disadvantage on Dexterity (Stealth) checks for wearing any kind of armor you are proficient in. In addition, when you fall if you are in dim light, darkness, or shadows, you silently fall only 60 feet per round and do not take falling damage. Finally, when you end a conversation with a friendly creature, you use your reaction to silently move up to 30 feet and Hide as a reaction while the creature isn't looking at you. You can't do this if either you or the creature are fighting anything or in any immediate danger (DM's discretion~   Ebon Advance   Starting at 15th level you can step through the shadowfell to descend upon your foes in a cloak of pure darkness. You can use a bonus action on your turn to teleport up to 120 feet to an unoccupied space that you can see. Until the end of your next turn, your space is filled with magical darkness that you can see normally in. The darkness moves with you. Once you use this feature, you cannot use it again until you finish a Short or Long Rest.   Phantom Knight   At 20th level you gain the ability to take on the ghastly form of shadow itself. As an action, you can immerse yourself with shadow energy. For 1 minute, you have resistance to all damage except psychic and radiant damage, you have a flying speed equal to your walking speed, you can hover, and you have the Incorporeal Movement trait:
  • Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your turn or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction.
Once you use this feature, you cannot use it again until you finish a Long Rest.  
Oath of Freedom
The Oath of Freedom is a pledge to bring freedom to those oppressed by the ruling powers. When the powerful seek to control every aspect of their citizens' lives, paladins of this oath rise up to free the people from their chains.   Tenets of Freedom   These tenets reflect the freedoms that paladins of this oath seek to bring to the people of the world:
  • Freedom of Belief. It is an fundamental right of any intelligent creature to follow any diety, ideal, oath, or set of beliefs. 
  • Freedom of Expression. Anyone should be allowed to speak, write, or print their beliefs.
  • Freedom of Movement. Living creatures should have access to move without resriction and gather in congregations.
  • Freedom within Reason. Not everyone follows this oath, and will rarely keep your strict standards. You will intervene only in the direst of cases.
Paladin Oath Spells  
Paladin Level Spells
3rd Expeditious Retreat, Sanctuary
5th Knock, Warding Bond
9th Beacon of Hope, Haste
13th Dimension Door, Freedom of Movement
17th Far Step, Passwall
Channel Divinity   Starting at 3rd level, you gain the following two Channel Divinity options.
  • Chain Breaker. As an action, you end one effect on a creature within 60 feet of you that you can see causing them to be grappled, paralyzed, restrained, or stunned.
  • Hammer of Justice. As an action, you present your holy symbol as you touch a creature, forcing them to make a Wisdom saving throw. On a failed save, for 1 minute whenever the target creature damages another creature, they receive half of the damage of the same damage type they dealt.
  Aura of Freedom   Starting at 7th level, you and friendly creatures within 10 feet of you can't be unwillingly grappled or restrained while you are conscious, and your speeds can't be magically reduced. At 18th level, the range of this aura increases to 30 feet.   To Serve and Protect   Starting at 15th level, whenever a creature friendly to you that you can see is reduced to 0 hit points and is within 60 feet of you, you may use your reaction to instead cause them to be reduced to 1 hit point. Once creature has been targeted by this ability they cannot be targeted again until they complete a long rest.   Revolutionary Icon   At 20th level, you can transform yourself into a being of pure freedom. Following the use of your action, you gain the following benefits for 1 minute:
  • You and friendly creatures within 30 feet of you are immune to being blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned.
  • Your melee weapon attacks deal an additional 2d8 radiant damage.
  • Your speed is doubled.
Once you use this feature, you can't use it again until you finish a long rest.  
Oath of the Hunter
Those that take the Oath of the Hunter channel their divine power and smites from a distance through ranged weapons.   Tenets of the Hunter   These tenets reflect the methods that paladins of this oath are trained to follow:
  • Unrelenting Tracker. When you begin to hunt a target, there is little in the multi-verse that can stop you from reaching them.
  • Stay Back. When times of conflict arise, you are at your greatest advantage when there is distance between you and your enemy.
  • Holy Strike. Once you track your targets and are ready to pounce, you are trained to bring them down quickly. Your foes often don't even know a fight has begun before it is over.
Paladin Oath Spells  
Paladin Level Spells
3rd Guiding Bolt, Hunter's Mark
5th Earthbind, Locate Animals or Plants
9th Conjure Barage, Flame Arrows
13th Grasping Vine, Locate Creature
17th Hold Monster, Swift Quiver
Distant Smite   Starting at 3rd level, when you take this oath, your Divine Smite class feature and any spell with the name "Smite" can be used with ranged weapons in addition to melee weapons.   Channel Divinity   Starting at 3rd level, you gain the following two Channel Divinity options.
  • Target Acquired. As a bonus action, choose a creature you can see within 60 feet. For the next hour or until this effect ends, the target cannot be hidden from you and you automatically know its direction and distance. The next time you hit this creature, you can add an additional weapon damage die to the damage result. Once you hit this creature with an attack, this effect ends.
  • Holy Ammunition As an action you touch a bow or crossbow, for the next hour this weapon requires no ammunition to be fired, and instead fires pure radiant energy. This weapon deals radiant damage instead of its normal damage and counts as magical for the purposes of overcoming damage resistances.
  Aura of the Hunter   Beginning at 7th level, an unnatural quiet forms around you. You and friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks (creatures that leave the area use the lower of the two d20 results). At 18th level, the range of this aura increases to 30 feet.   Master Marker   Starting at 15th level, when you cast the spell Hunter's Mark at 1st level, you do so without expending a spell slot. You can use this feature a number of times equal to your Charisma Modifier, you regain all expended uses after you complete a long rest.   Lord of the Hunt   At 20th level, you can embody the primal power of the Hunt. As an action, you gain the following benefits for 1 hour:
  • You gain blind-sight out to a 60 foot radius.
  • When you hit a creature with one of your Divine Smites or "Smite" spells, you can choose to teleport within 5 ft of that creature.
  • You emanate an aura of shadow in a 30 foot radius. You and other friendly creatures within the aura that end their turn without spending any movement become heavily obscured until they make an attack or cast a spell or use any movement.

 


LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath, Harness Divine Power (Optional)3----
4th+2Ability Score Improvement, Martial Versatility (Optional)3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement, Martial Versatility (Optional)43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement, Martial Versatility (Optional)433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement, Martial Versatility (Optional)4332-
17th+6-43331
18th+6Aura improvements43331
19th+6Ability Score Improvement, Martial Versatility (Optional)43332
20th+6Sacred Oath feature43332

Created by

USNHawser113.

Statblock Type

Class Features

Link/Embed