Those who commit themselves to the Oath of the River
have found guidance in the shifting waters and the great
creatures that live within them. These diverse individuals
model their lives and the tenets they follow after the tranquil waters of a blue pool and the rushing rapids that spill
over a great waterfall, always striving to flow around obstacles if possible, but ready to crash through them when left
with no other option. As the river flows and bends, it seeks
the path of least resistance in its path to the ocean. Like the
river, paladins who have sworn this oath remain adaptable
but steadfast in their own course.
Tenets of the River
The tenets of the Oath of The River vary by paladin, but all
the tenets revolve around embracing the flow and adaptability found in water. Paladins who uphold these tenets
must understand when it is best to dispatch justice through
violence or through understanding and forgiveness. The
core principles of the tenets are:
The River Flows On. Forgiveness can be as sharp as
any blade.
The River Quenches or Drowns. Judgment is reserved for
those truly deserving of it.
The River Rages. If I must battle, I will fight with all my
passion and strength.
The River Seeks the Sea…Always. I will not abandon my
duty, especially when others are counting on me.
Oath Spells
You gain oath spells at the paladin levels listed.
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Rushing Rapids. As an action, you can cause a forceful
wave of water to erupt outward in a 20-foot radius centered
on you. Each Large or smaller creature of your choice in the
area must succeed on a Strength saving throw or be pushed
5 feet outside of it.
Blessed Pool. As a bonus action, you speak gentle yet
courageous words that encourage your allies and heal them.
Choose a number of creatures up to twice your Charisma
modifier (minimum 2) that you can see within 30 feet of
you. Each creature regains 2d6 hit points.
Aura of the River
Starting at 7th level, you emanate an aura that causes the
area around you to feel as if wading into a body of water,
slowing down your enemies as they approach. The area
within 10 feet of you is considered difficult terrain for other
creatures. You can designate any number of creatures you
can see to be unaffected by it (no action required).
In addition, the first time you hit a Large or smaller
creature on your turn with a melee attack, you can use your
aura to move the target up to 10 feet to an unoccupied space
you choose.
At 18th level, the area within 30 feet of you, instead of 10
feet, is considered difficult terrain for other creatures.
Shielding Spirit
Beginning at 15th level, whenever you make a Dexterity saving throw, you can use your reaction to halve any
damage you would take from the effect. When you do so,
you can also expend a spell slot to extend this benefit to
nearby allies. Choose a number of creatures within 10 feet
of you equal to the level of the spell slot expended; the
damage is also halved for each of those creatures.
Form of the River
Starting at 20th level, you can manifest the powerful visage
of the river spirit around your body. As a bonus action, you
gain the following benefits for 1 minute:
- You gain a swimming speed of 60 feet, and your walking
speed increases by 15 feet.
- You have advantage on all saving throws.
- Whenever you successfully move a creature with your
aura you can choose to deal 2d8 bludgeoning damage to it.
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.
hit dice:
1d10 per paladin level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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
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 paladin 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.
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.
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.
subclass options:
Level | Proficiency Bonus | Abilities | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Divine Sense, Lay on Hands |
2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 |
3 | +2 | Divine Health, Channel Divinity, Harness Divine Power (Optional) | 3 |
4 | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 |
5 | +3 | Extra Attack | 4 | 2 |
6 | +3 | Aura of Protection | 4 | 2 |
7 | +3 | Aura of the River | 4 | 3 |
8 | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 |
9 | +4 | - | 4 | 3 | 2 |
10 | +4 | Aura of Courage | 4 | 3 | 2 |
11 | +4 | Improved Divine Smite | 4 | 3 | 3 |
12 | +4 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 |
13 | +5 | - | 4 | 3 | 3 | 1 |
14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 |
15 | +5 | Shielding Spirit | 4 | 3 | 3 | 2 |
16 | +5 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 2 |
17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Form of the River | 4 | 3 | 3 | 3 | 2 |