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.
hit dice:
d10
hit points at 1st level:
10+con
hit points at higher levels:
1d10+con
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons, Simple Firearms, Martial Firearms
tools:
N/A
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
spellcasting:
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
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
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.
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:
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.
Level |
Spells |
3 |
Ensnaring Strike, Speak with Animals |
5 |
Moonbeam, Misty Step |
9 |
Plant Growth, Protection from Energy |
13 |
Ice Storm, Stoneskin |
17 |
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
Level |
Spells |
3 |
Armor of Agathys, Command |
5 |
Hold Person, Spiritual Weapon |
9 |
Bestow Curse, Fear |
13 |
Dominate Beast, Stoneskin |
17 |
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.
Level |
Spells |
3 |
Command, Compelled Duel |
5 |
Warding Bond, Zone of Truth |
9 |
Aura of Vitality, Spirit Guardians |
13 |
Banishment, Guardian of Faith |
17 |
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
Level |
Spells |
3 |
Protection from Evil and Good, Sanctuary |
5 |
Lesser Restoration, Zone of Truth |
9 |
Beacon of Hope, Dispel Magic |
13 |
Freedom of Movement, Guardian of Faith |
17 |
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
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
Level |
Spells |
3 |
Guiding Bolt, Heroism |
5 |
Enhance Ability, Magic Weapon |
9 |
Haste, Protection From Energy |
13 |
Compulsion, Freedom Of Movement |
17 |
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.
Level |
Spells |
3 |
Sanctuary, Sleep |
5 |
Calm Emotions, Hold Person |
9 |
Counterspell, Hypnotic Pattern |
13 |
Otiluke's Resilient Sphere, Stoneskin |
17 |
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.
Level |
Spells |
3 |
Bane, Hunter's Mark |
5 |
Hold Person, Misty Step |
9 |
Haste, Protection from Energy |
13 |
Banishment, Dimension Door |
17 |
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.
Level |
Spels |
3 |
Alarm, Detect Magic |
5 |
Moonbeam, See Invisibility |
9 |
Counterspell, Nondetection |
13 |
Aura of Purity, Banishment |
17 |
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.
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.
Level |
Spells |
3 |
Create or Destroy Water, Expeditious Retreat |
5 |
Augury, Misty Step |
9 |
Call Lightning, Tidal Wave |
13 |
Control Water, Freedom Of Movement |
17 |
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 Leadership
Paladins who swear the Oath of Leadership reject lofty idealism
and swear a personal commitment to those under their charge.
Whether they be sea captains, military officers, or mercenary
leaders, these knights believe that command is a sacred contract
of service and not a means to an end. Their oath bids them to
protect, guide, and do right by those that would follow them.
Tenets of Leadership
The tenets of the Oath of Leadership demands a paladin do right
by those who they are responsible for.
Burden of Leadership. You are in service of those who follow
you, and you bear responsibility for the actions of your followers.
Chart the Course. A leader’s duty is to chart a path forward. Be
thoughtful, but decisive. Determine the necessary steps and
follow through to the end.
Create Unity. The strength of many exceeds the strength of an
individual. Bring people together toward a shared goal.
Lead by Example. Never give an order that you yourself would
not follow.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of
Leadership Spells table. See the Sacred Oath class feature for how
oath spells work.
Level |
Spells |
3 |
command, sanctuary |
5 |
calm emotions, enhance ability |
9 |
beacon of hope, mass healing word |
13 |
aura of purity, compulsion |
17 |
conjure volley, mass cure wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Captain’s Command. As a bonus action, you can
use your Channel Divinity to call out to one creature
you can see within 60 feet of you. If it can hear you,
the creature can use its reaction to take the
Attack (one weapon attack only), Dash, Dodge,
or Use an Object action.
The number of creatures you can call out to when
you use this Channel Divinity increases when you
reach higher levels in this class, to two creatures at 7th level,
three creatures at 15th level, and four creatures at 20th level.
Together We Triumph. When you succeed on a saving throw
against an effect that targets at least one other creature within
30 feet of you, you can use your reaction to use your Channel
Divinity to choose a number of creatures up to your Charisma
modifier (minimum of 1 creature) that you can see within
30 feet of you. If a chosen creature can see or hear you, it
automatically succeeds its the saving throw against the
triggering effect. You can choose to use this Channel
Divinity after all the saving throws are rolled, but
before the outcomes are determined.
Aura of Morale
Starting at 7th level, you radiate an aura of confidence that
inspires those who follow you. When you score a critical hit or
reduce a creature to 0 hit points, you can choose any number of
creatures other than yourself within 10 feet of you. If a chosen
creature can see or hear you, it gains temporary hit points equal to
your Charisma modifier (minimum of 1 hit point), which last for
1 minute. While a creature has these hit points, it has advantage
on attack rolls and ability checks.
At 18th level, the range of this aura increases to 30 feet.
Aegis of Trust
Starting at 15th level, those who follow you are protected by their
trust in you. While a creature has temporary hit points granted by
you, it has resistance to all damage.
Commanding Presence
At 20th level, you can manifest divine power to become an avatar
of unquestionable authority. You can use your action to gain the
following benefits for 1 minute:
• You can cause your voice to boom up to ten times as loud as
normal and be audible from up to 1 mile away.
• When you deal damage to a creature with your Divine Smite,
you can mark it for your allies to strike down. Until the start of
your next turn, the creature takes an additional 1d8 radiant
damage whenever it is hit by an attack.
• You can cast command as a bonus action on your turn, without
expending a spell slot.
Once you use this feature, you can’t use it again until you finish a
long rest.
Oath of the North Star
Knights who swear an oath to the north star aid and guide
travelers along their way. They take after the star itself,
reliable and steadfast in even the darkest of times.
Tenets of the North Star
A paladin who takes this oath swears on a star in the sky on a
clear night.
Show the Way. It is your duty to guide the lost back onto
the righteous path. Otherwise, those who are lost will never
find their way.
Stand Strong. Do not waver or break formation. Many rely
on you, and for them you must stand strong.
Shine in the Night. Without the light above, the night
would be dark. Shine bright and defend against the darkness.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of
the Stars Spells table. See the Sacred Oath class feature for
how oath spells work
Level |
spells |
3 |
color spray, magic missile |
5 |
calm emotions, enthrall |
9 |
blink, hypnotic pattern |
13 |
aura of purity, guardian of faith |
17 |
circle of power, 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.
Soothing Light You can use your Channel Divinity to call
out to your allies, reassuring and bolstering them. As a bonus
action, choose a number of creatures up to your Charisma
modifier (minimum one creature) within 60 feet of you that
can see or hear you. Each target gains a number of temporary
hit points equal to your paladin level and is immediately freed
from the frightened or charmed conditions.
Stellar Glow. As a bonus action, you can use your Channel
Divinity to surround yourself in stardust. You emit dim light in
a 5-foot radius for one minute. Attacks made at creatures
within this dim light (including you) are at advantage. You can
end this effect as a bonus action on your turn.
Aura of Stardust
Starting at 7th level, you emit an aura of starlight around you
while you're not incapacitated, casting dim light in a 10-foot
radius around you. You can activate or suppress this this aura
as a bonus action.
When an invisible creature moves within 10 feet of you for
the first time on a turn or starts its turn there, it must succeed
a Dexterity saving throw against your paladin spell save DC or
become coated in tiny motes of stardust. While coated in this
way, the affected creature can't benefit from being invisible.
These motes of stardust disappear once the affected creature
moves out of the range of your aura.
At 18th level, the range of this aura increases to 30 feet.
Polaris
At 15th level, you are an immovable bastion on the battlefield.
While you are conscious, you cannot be pushed or moved
involuntarily. Additionally, you have advantage on ability
checks and saving throws against being knocked prone.
Supernova
At 20th level, you gain the ability become the realization of the
end of a star's life. As an action, you can magically infuse
yourself with starlight, gaining the following benefits for 1
minutes:
You emit bright light in a 60-foot radius and dim light for
an additional 60 feet.
Your weapon attacks deal an additional 3d8 radiant
damage on a hit.
When you use your Divine Smite feature, double the
number of dice rolled for the radiant damage.
Once you use this feature, you can't use it again until you
finish a long rest.
Oath of Fervor
The Oath of Fervor calls to paladins that are driven by fiery ideals
from which they would never back down. Sometimes called red
knights, phoenix knights, or simply zealots, these paladins hold
no one set of goals—their oath dictates the way that they strive
towards their goals, rather prescribing what those goals should be.
As such, the paladins of this oath may be of any alignment, and
could hold many opposing ideals. Their consistency is in their
impulsiveness, which hurts them as often as it helps.
Tenets of Fervor
The tenets of the Oath of Fervor inspire a paladin to always take
action and never back down.
Aggression. Hesitation is weakness. Act quickly and with
purpose, for many opportunities last but a moment.
Passion. Do not give up on the things you are passionate about,
no matter what stands in your way.
Rebirth. Do not fear death, for fate is on your side. Trust that
your companions will bring you back from the dead, and promise
to do the same for them.
Oath Spells
You gain oath spells at the paladin levels listed.
Level |
Spells |
3 |
burning hands, heroism |
5 |
flaming sphere, heat metal |
9 |
crusader’s mantle, revivify |
13 |
aura of purity, fire shield |
17 |
circle of power, reincarnate |
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Cleansing Flame. As an action, you present your holy symbol
and speak a prayer against 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 Constitution saving throw. A target takes
fire damage equal to your paladin level on a failed save, or half
as much damage on a successful one. This damage ignores fire
resistance. Also on a failed save, a target becomes incapacitated
by a burning pain for 1 minute. The incapacitated creature can
repeat this saving throw at the end of each of its turns, ending the
effect on itself on a success.
Fervent Blade. As a bonus action, you imbue a melee weapon
you’re holding with magical energy, using your Channel Divinity.
For 1 minute, the weapon’s damage type becomes fire, lightning,
or radiant (your choice), and it emits bright light in a 10-foot
radius and dim light 10 feet beyond that.
Whenever you hit a creature with this weapon, that creature
suffers an effect based on the damage type you chose. If you
chose fire, you can roll your damage roll twice and take the
higher of the two rolls. If you chose lightning, the target can’t
take reactions until the start of your next turn. If you chose
radiant, the target sheds dim light in a 5-foot radius and can’t
benefit from invisibility until the start of your next turn.
Aura of Rebirth
Starting at 7th level, you emanate an aura that helps others return
from the brink of death. Friendly creatures within 10 feet of you
gain advantage on death saving throws while you are conscious.
Additionally, corpses and other remains within 10 feet of you
are protected from decay and can’t become undead while you are
conscious. This also effectively extends the time limit on raising
creatures from the dead, since time spent within the aura doesn’t
count against the time limit of spells such as raise dead.
At 18th level, the range of this aura increases to 30 feet.
Inner Flame
At 15th level, the fiery spirit within you refuses to go out. You
gain resistance to fire damage, advantage on death saving throws,
and any spell that has the sole effect of restoring you to life (but
not undeath) doesn’t need material components to be cast on you.
Zealous Champion
Starting at 20th level, you can use your action to invigorate
yourself, granting you the following benefits for 1 minute:
• Your speed is increased by 10 feet.
• You regain 5 hit points at the start of each of your turns.
• When you use your Divine Smite, you can choose for it to deal
fire or lightning damage, rather than radiant damage. If you
choose fire, the damage dice of the smite become d12s, rather
than d8s. If you choose lightning, a bolt jumps to another target
you can see within 15 feet of the creature you smited. That
creature must make a Dexterity saving throw, taking the full
smite damage on a failed save, or half as much damage on a
successful one. If you choose radiant, you gain 2d4 temporary
hit points, plus 1d4 temporary hit points for each slot level of
the smite above 1st.
Once you use this feature, you can’t use it again until you
finish a long rest.
Oath of Truth
The Oath of Truth is sworn to the ideals of knowledge, integrity,
and sincerity. Sometimes called seekers, paladins who swear this
oath are often scholars that devote themselves to the pursuit of
knowledge. These paladins are not content with merely knowing
the truth, however—they also devote themselves to upholding it.
They refuse to utter lies or deceptions, and make it their duty to
correct any falsehoods they come across.
Paladins that follow the Oath of Truth often adorn their armor
and clothing with angelic images, including wings and halos, as
they idealize the angelic ability to perfectly tell truth from lie.
Images of eyes are also common, whether incorporated into their
coat of arms or even tattooed upon their body.
Tenets of Truth
Though those that take this oath do so for an array of reasons,
they generally all follow these core tenets:
Hone Your Knowledge. As an arbiter of truth, you must have
enough information to tell truth from fiction.
Set Things Straight. When you hear a lie, it it your duty to
correct it and let the truth be known
Speak Only Truth. Never utter a lie, under any circumstance.
Oath Spells
You gain oath spells at the paladin levels listed.
Level |
Spells |
3 |
detect evil and good, detect magic |
5 |
see invisibility, zone of truth |
9 |
clairvoyance, daylight |
13 |
arcane eye, divination |
17 |
commune, legend lore |
Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
Divine Perception. You can use your Channel Divinity to
augment your senses. As a bonus action, you grant yourself a +5
bonus to Wisdom (Insight) and Wisdom (Perception) checks for
the next 10 minutes.
Truthseeker’s Will. As a bonus action, you can use your
Channel Divinity to seek out your foes. For 1 minute, your
speed is increased by 10 feet, and you gain darkvision to
a range of 60 feet if you don’t already have it. If you
already have darkvision, its range instead increases by
30 feet. Also, each hostile creature within 60 feet of you
must succeed on a Wisdom saving throw or become marked
for the same duration. Fey, fiends, and undead have disadvantage
on this saving throw.
If a marked creature is within the range of your darkvision,
you gain the following benefits against it:
• You can see the marked creature, even if it is invisible or
obscured in some way (such as being behind cover). If the
creature is a shapechanger, you can see its true form.
• Against the creature, your melee weapon attacks have a
30-foot increased reach, and their damage type becomes
psychic if the target is outside of your normal reach. These
attacks strike directly at the creature’s mind without any
projectile, and therefore ignore cover.
Aura of Insight
Starting at 7th level, a magical aura begins to lie upon you,
divining information about surrounding creatures. If a creature is
within 10 feet of you, you learn of any damage resistances and/or
immunities that the creature possesses. Also, the DM tells you if
the creature is your equal, superior, or inferior in regard to the
following characteristics:
• Armor Class
• Current hit points
• Total class levels (if any)
• Paladin class levels (if any)
At 18th level, the range of this aura increases to 30 feet.
All-Seeing
Beginning at 15th level, you are always under the effects of a see
invisibility spell. Also, for you see invisibility now has a range of
30 feet, rather than self, allowing you to grant its effects to
another creature within range when you cast it.
Angel of Truth
At 20th level, you can assume an angelic form, becoming an
ultimate arbiter of truth. Using your action, you undergo a
transformation. For 1 hour, you gain the following benefits:
• Feathered wings sprout from your back, granting you a flying
speed of 60 feet.
• You know when you hear a lie. This ability allows you to
know when something explicitly untruthful is said; it does not
detect misleading yet literally true statements.
• As a bonus action, you can point to a creature you can see
within 30 feet of you and force it to make a Wisdom saving
throw against your spell save DC. On a failed save, the
creature becomes caged in white light until the end of your
next turn or until it takes any damage. For the duration, the
creature’s speed is 0, it sheds dim light in a 10-foot radius, it
can’t benefit from being invisible, and attacks against it are
made with advantage.
Once you use this feature, you can't use it
again until you finish a long rest.
Oath of the Grave
The Oath of the Grave is a seldom practised tradition, most
commonly reserved for the followers of the Raven Queen.
Sometimes called winter knights, black knights, or grave knights,
these paladins serve as protectors of the sacred passings into the
afterlife. They constantly struggle against the forces of undeath,
as they see them as the most unholy abominations that blight this
land. They adorn themselves with images of death and winter -
skulls, ravens, or similar symbols of their patron gods.
Tenets of the Grave
The tenets of the Oath of the grave have been passed down for
generations. This oath emphasizes the passing between the
warmth of life to the everlasting cold of death, and punishes those
that defile this passing with the unholy raising of undead.
Annihilate the Unholy. The undead and those who foster them
are unholy and wicked. Destroy them before they defile more
than they have already
Preserve the Righteous. Death should not come early to those
who have led a blessed life . Preserve the righteous, so they may
live on without fear.
Let Souls Pass On. Every soul deserves its place in the
afterlife. When you see a creature forced into undeath, let its soul
go free.
Accept Death. Death comes to all eventually. Accept it, and
you will find a place in the afterlife.
Oath Spells
You gain oath spells at the paladin levels listed.
Level |
Spells |
3 |
inflict wounds, ice knife |
5 |
gentle repose, Snilloc’s snowball swarm |
9 |
sleet storm, speak with dead |
13 |
blight, ice storm |
17 |
cone of cold, destructive wave |
Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
Icy Repose. As an action, you present your holy symbol and
speak a prayer against undeath, using your Channel Divinity.
Each 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 takes cold damage equal to your paladin level, and is
frozen for 1 minute or until it takes damage again.
A frozen creature is affected by the petrified condition until the
frozen effect ends, at which point the creature is freed and able to
act normally.
Restbringer. As action, you can imbue one weapon that you are
holding with necrotic energy, using your Channel Divinity. For 1
minute, you add 1 + your Charisma modifier necrotic damage
(minimum 1) to your damage rolls made with that
weapon. Additionally, hitting a target with the weapon marks
them until the end of your next turn. A marked target can’t regain
hit points, and if it dies while marked, it can’t become undead.
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.
Aura of Preservation
Starting at 7th level, you and friendly creatures within 10 feet of
you have resistance to necrotic damage, and cannot be charmed,
frightened, or possessed by undead creatures.
At 18th level, the range of this aura increases to 30 feet.
Soul of Demise
By 15th level, your restbringer feature has become far more
powerful. The duration of restbringer increases to 10 minutes,
and any creature marked by the feature has their speed reduced
by 10 feet. Additionally, if a marked creature dies, that creature
can’t be raised from the dead for the next 30 days, outside of
using a wish spell.
Reaper of Winter
At 20th level, as an action, you can surround yourself with a
deathly chill. For 1 minute, swirls of chilling wind surround you
in a 30 foot radius.
Whenever an enemy creature starts its turn in the area, the
creature takes 10 cold damage and their movement speed is
reduced by 10 feet until the start of their next turn.
In addition, whenever a creature dies within the area, you gain
20 temporary hit points.
Once you use this feature, you can’t use it again until you
finish a long rest.
Oath of Pestilence
Clad in grime-soaked armor and wielding rusting
weapons, the Oath of Pestilence paladin spreads
corruption, disease, and filth. Bound by an oath which
infests their bodies with all manner of plagues, these
heralds of decay lumber forward with unholy toughness
and grim resolve.
Tenets of Pestilence
The tenets of the Oath of Pestilence emphasize the role of
disease as a purifying element in the cycle of life.
Strength in Resilience. Surviving hardship and
plague make you stronger. Spreading these things causes
strength to flourish.
All Things Must Pass. Death is the natural
conclusion of life. There is nothing unnatural or amoral
about the ending of life.
Might Makes Right. The laws of mortals mean
nothing to poxes and plagues, they go where they wish
and take what they want. So should you.
Oath Spells
You gain oath spells at the paladin levels listed in the
Oath of Pestilence Spells table. See the Sacred Oath
class feature for how oath spells work.
Levels |
Spells |
3 |
bane, inflict wounds |
5 |
acid arrow, ray of enfeeblement |
9 |
flash fever, stinking cloud |
13 |
blight, confusion |
17 |
contagion, insect plague |
Channel Divinity
When you take this oath at 3rd level, you gain the
following Channel Divinity options:
Debilitating Fever. Your touch inflicts disease.
Make a melee spell attack against a creature within
your reach that isn’t a construct or undead. On a hit,
the creature becomes diseased and is incapacitated for
1 minute. At the end of each of the diseased target’s
turns, the target can make a Constitution saving throw.
On a success, the target is no longer diseased, and the
effect ends.
Since this ability induces a natural disease in its
target, any effect that removes a disease or otherwise
ameliorates a disease’s effects apply to it.
Entropic Infection. You can use your Channel
Divinity to weaken a creature against entropic energies.
As an action, you can force a creature of your choice that
you can see within 30 feet of you to make a Constitution
saving throw. On a failed save, for the next minute the
creature takes an additional 2d6 damage the first time it
takes necrotic damage each turn. During this time, the
creature loses resistance to necrotic damage if it has it.
Aura of Rampant Sickness
Starting at 7th level, you emit an aura of contagion and
virulence to a range of 10 feet. When a creature within
your aura makes an ability check, attack roll, or saving
throw you can give that roll disadvantage as a reaction.
Once you do, you can’t give another roll disadvantage
using this feature until the start of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Disgusting Resilience
At 15th level, when you take damage which would
reduce you to 0 hit points, you can choose to expend any
number of hit dice. Roll those dice and subtract the result
from the damage taken. If this reduces the damage to 0,
you don’t take any damage.
In addition, if you are killed your corpse violently
explodes in a shower of pus and gore, dealing 8d6
necrotic damage to creatures within 20 feet of you that
fail a Constitution saving throw.
Plaguebringer
At 20th level, you become an avatar of plague, which
gives you the following benefits:
• You have resistance to necrotic damage and are
immune to poison damage and the poisoned condition.
• Your hit point maximum can’t be reduced.
Creatures of your choice who start their turn within
5 feet of you, or who move within 5 feet of you on their
turn, take necrotic damage equal to your Charisma
modifier. Once a creature takes damage from this ability,
it can’t take damage from it again until the start of its
next turn.
Oath of Zeal
The Oath of Zeal is taken by paladins consumed by
hatred for a specific group or ideology. Zealots,
as these paladins are sometimes called, pursue an
inquisition against their enemies at all costs. They
abandon compassion and honor as impediments to the
more important work of ridding the world of those they
deem dangerous or heretical.
Tenets of Zeal
The tenets of the Oath of Zeal are serious and severe, as
are those paladins who choose to take them.
Uncover Corruption. Darkness cannot abide the
light of day. Wickedness must be revealed before it
can be destroyed.
Purge the Heretics. Heresy is a tumor that spread
through the hearts of the innocent. Cut it out at the source.
No Mercy. The righteous path requires unwavering
conviction and unflinching resolve.
By Any Means Necessary. There is no sacrifice too
great when it comes to defeating the wicked.
Oath Spells
Level |
Spells |
3 |
detect evil and good, hunter’s mark |
5 |
detect thoughts, knock |
9 |
fear, tongues |
13 |
divination, locate creature |
17 |
insect plague, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Mark of the Heretic. You can use your Channel
Divinity to mark a creature as a heretic. As a bonus
action, choose a creature you can see within 30 feet and a
weeping symbol appears on it. For the next minute, your
weapon attacks against the chosen creature score a critical
hit on a roll of 19 or 20, and each time the creature’s turn
starts you can use your reaction to make one weapon
attack against it.
Inquisitor’s Eye. You can use your Channel Di-
vinity to open your senses to hidden signs of corruption
and malfeasance. As a bonus action, you grant yourself
advantage on Intelligence (Investigation), Wisdom
(Insight), and Wisdom (Perception) ability checks for the
next 10 minutes. During this time, you can’t be surprised.
Aura of Clarity
Beginning at 7th level, you and friendly creatures within
10 feet of you can’t be blinded while you are conscious.
Additionally, creatures and objects of your choice within
this range can’t benefit from being invisible.
At 18th level, the range of this aura increases to 30 feet.
Compel Confession
Starting at 15th level, you can cast the zone of truth spell
without expending a spell slot. When you cast the spell
with this feature, creatures who succeed on their saving
throw take 1d4 psychic damage at the start of each of
their turns while they remain within the affected area.
Apocalyptic Revelation
At 20th level, as an action you can reveal the true nature
of your enemies to all for 1 minute. During this time, you
gain the following benefits:
• You have truesight out to a distance of 120 feet.
• Creatures who start their turn, or move within, 5 feet
of you must make a Constitution saving throw against
your paladin spell save DC. On a failure, the creature
is blinded until the start of its next turn.
• As a bonus action on each of your turns you can choose
a creature within 60 feet and reveal its weaknesses for
all to see. Attacks made against the chosen creature have
advantage until the start of your next turn.
Once you use this feature, you can’t use it again until
you finish a long rest.
OATH OF RADIANCE
Paladins of
the Oath of Radiance are overwhelmingly good-aligned,
and most are lawful. Some reject the rigid nature of
knightly orders for the life of a knight errant. Though still
nearly universally good, these wayward paladins are more
neutral than lawful, and they use their relative freedom to
bring their light to bear as they deem it most necessary.
TENETS OF RADIANCE
Paladins who swear the Oath of Radiance devote
themselves to fighting the insidious powers of the Shadow
Realm that darken mortal hearts and against the undead
that extinguish the light of life and replace it with hungry
darkness. Most importantly, they take it upon themselves
to rescue those corrupted by Shadow or undead influence.
They will spare mortal foes in the thrall of darkness in the
hope that such creatures can be redeemed.
Cleanse Corruption. I will burn out all creatures born
of darkness, showing no pity or mercy. I will not suffer the
company of dark creatures, save those taken in by darkness
who I might redeem.
Lead with Light. I stand open and courageous in the
face of battle and will be the last of my companions to quit
the field, just as the last ray of sun leaves the day.
Preserve the Righteous. I will defend those who
labor and live in fear of shadow. I will shield them from
harm and keep the light upon them.
Redeem the Beguiled. Those tempted into the service
of darkness may yet be saved, and I will do everything
in my power to bring them back to the light. I will be
discerning in offering this mercy, but the redemption of
the corrupted is paramount.
Remain Pure. I will never yield to the lies of darkness or
suffer corruption to take me. I will cleanse myself of dark
taint or die before threatening those I defend.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Lrvrl |
Spells |
3 |
Guiding Bolt, Protection From Good and Evil |
5 |
Magic Weapon, Scorching Ray |
9 |
Beacon of Hope, Daylight |
13 |
Aura of Life, Fire Shield |
17 |
Banishing Smite, Greater Restoration |
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Dawn’s Radiance. As an action, you present your holy
symbol or a melee weapon, and it flares with the radiance
of the newly-risen sun. Magical darkness within 20 feet of
you is dispelled. Thereafter, the object continues to shine
for 1 hour or until you lose possession of it. The object
sheds bright light out to 20 feet and dim light 20 feet
beyond that.
An undead creature, a creature native to the Shadow
Realm or with levels of shadow corruption, and any
creature harmed by sunlight (such as a creature with the
sunlight sensitivity feature) suffers pain and disorientation
in this radiance. The creature has disadvantage on attack
rolls and on Dexterity (Stealth) and Wisdom (Perception)
checks while it, the target of its attack, or anything it is
trying to perceive is in the bright light shed by the holy
symbol or weapon.
Turn the Corrupted. As an action, you present your
holy symbol and speak a prayer against the corruptive
power of death and shadow, using your Channel Divinity.
Each undead, or creature native to the Shadow Realm or
with levels of shadow corruption, that is within 30 feet of
you and that can see or hear you must make a successful
Wisdom saving throw or be turned for 1 minute or until it
takes damage.
AURA OF RESOLVE
Beginning at 7th level, you and your allies within 10 feet
of you have advantage on saving throws against spells
and effects created by undead creatures and by creatures
native to the Shadow Realm or with any levels of shadow
corruption. This benefit lasts until someone fails a saving
throw that was made with advantage because of your aura
of resolve. Once that happens, you must complete a short
or long rest before this ability functions again.
At 18th level, the range of this aura increases to 30 feet.
SOUL OF LIGHT
Starting at 15th level, you can’t gain levels of shadow
corruption, you are resistant to necrotic damage and your
ability scores and hit point maximum can’t be reduced.
Radiant Champion
At 20th level, as an action, you suffuse your being with
divine radiance that brings life and burns away dark
corruption. For 1 minute, you gain the following benefits.
• At the start of each of your turns, you regain 10 hit
points.
• Once on your turn when you hit an undead creature,
a creature native to the Shadow Realm, or a creature
with any levels of shadow corruption, it must make a
successful Wisdom saving throw against your spell save
DC or be incapacitated until the end of its next turn.
• An undead creature, a creature native to the Shadow
Realm, or a creature with any levels of shadow
corruption that touches you or hits you with a melee
attack from within 5 feet takes 2d8 radiant damage.
Oath of the Never Setting Stars
Humanoid paladins with an affinity for fey creatures and
the natural world often become so-called ‘green knights’,
swearing an oath to the ancient spirits of the forest. True
fey creatures, however, hold themselves to higher
standards. All of them, even the vilest of the unseelie fey,
share an innate bond to nature that compels them to defend
the living and beautiful things in the world. They do not
need to swear an oath to do so; it is the entire foundation of
their existence.
Instead, fey paladins (those who are not devoted to an
archfey or on a quest for vengeance) tend to choose a
narrower focus, dedicating their lives to the defense of a
location, the protection or acquisition of an item or the
perfection of a skill or creative work. Paladins of the never-
setting stars pursue their focus to the exclusion of all else,
which sometimes leads them to exhibit extremely
strange―and chaotic―patterns of behavior that can only
be understood in the context of their singular goal.
This oath therefore appeals particularly to nymphs and
satyrs; the former usually swearing to defend their homes
and the latter dedicating their lives to composing the
perfect song.
Tenets of the Never-Setting Stars
All paladins who swear this oath respect the following
ideals:
Respect the Natural World. All living things, from the
most ancient trees to the smallest insect, are equal in your
eyes. You must show the same respect to all.
Strive for Perfection. If a thing is worth doing, it is
worth doing properly. You must always strive for
perfection in all things.
Be the Silence. Your quest is yours alone. You must
embrace solitude and meditation, so that you may foster the
peace and quiet your quest demands.
Stand by Your Convictions. It is vital to remain firm
and consistent in your beliefs if you wish to stay the course
and succeed in your quest. Have courage in your
convictions and do not bend when the winds of change start
to blow.
Oath Spells
You gain oath spells at the paladin levels listed.
Level |
Spells |
3 |
entangle, faerie fire |
5 |
hold person, invisibility |
9 |
meld into stone, speak with plants |
13 |
conjure woodland beings, grasping vine |
17 |
tree stride, reincarnate |
Channel Divinity
When you take this oath at 3rd level, you gain the
following Channel Divinity options.
Perfect Clarity. You can use your Channel Divinity to
completely clear your mind, devoting yourself single-
mindedly to your quest. As an action, you can say a brief
mantra. For the next minute, you can't be charmed or
frightened, and any attempt to influence your thoughts or
emotions using enchantment or illusion spells automatically
fails.
Repel the Interloper. As an action, you present your
holy symbol and invoke your divine power to cast out those
who would defile your presence. All humanoids within 30
feet of you, except those you specify by name, must make a
Wisdom saving throw or be turned for 1 minute or until
they take 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 Certainty
Starting at 7th level, you can project your inner sense of
conviction onto others around you. You and friendly
creatures within 10 feet of you cannot be pushed, shoved or
in any way subjected to involuntary movement unless they
choose to be. At 18th level, the range of this aura increases
to 30 feet.
Misty Form
By 15th level, your body takes on a blurred, shifting
appearance that makes you very difficult to hit. Any ranged
attack made against you at a distance of more than 30 feet
has disadvantage.
Guardian of the Wilds
At 20th level, you gain the ability to transform into a
terrible monster in defense of all that you hold dear. This
ability works like the spell shapechange, except that the
transformation only lasts 1 minute, you can only choose
one of the following forms: spirit naga, tyrannosaurus rex,
or young green dragon and, if you choose the spirit naga,
you can use its spellcasting trait.
Once you use this ability, you must complete a long rest
before using it again.
Oath of Sacrifice
The Oath of Sacrifice is taken by paladins that embody the ideals of selflessness and care for others above all else. These paladins forgo their own safety to defend the weak, punishing those who intend to do harm to the innocent with holy retribution.
In the Forgotten Realms, paladins of this oath likely model themselves after Ilmater, the Rack-Broken God
who oversees the benevolent necromancy associated with healing. Ilmater tends to be worshiped by those who
suffer, were oppressed, and the persecuted. Paladins of this oath are encouraged to be the bearer of the burdens of the less fortunate and meek.
TENETS OF SACRIFICE
The tenets of the Oath of Sacrifice are based on charity and ensuring the well-being of others over the self.
Altruism. Selflessness is the only way in which society will progress.
Charity. Forgo material wealth if it can be spent toward a greater good.
Compassion. Those who do no harm are precious, and you shall be their vanguard.
Relieve Suffering. Go to any lengths necessary to help those in need, even if it means taking on their pain as your own
OATH SPELLS
You gain oath spells at the paladin levels listed.
Level |
Spells |
3 |
false life, shield of faith |
5 |
gentle repose, warding bond |
9 |
Life Transferennce, Revivify |
13 |
aura of purity, guardian of faith |
17 |
commune, raise dead |
CHANNEL DIVINITY
3rd-level Oath of Sacrifice feature
You gain the following two Channel Divinity options.
Bearer of Burdens. As a bonus action, you can use
your Channel Divinity to replenish the pool of hit points in your Lay on Hands feature by sacrificing your own health. Reduce your hit points and hit point maximum by an amount of your choice. You regain a number of hit points
in your Lay on Hands pool equal to twice the reduction.
At the same time, you can also add 10 hit points into the pool by taking 1 level of exhaustion. You die if your hit point maximum is reduced to 0. This reduction to your hit point maximum and the level of exhaustion gained through the use of this Channel Divinity last until you regain the use of your Channel Divinity.
Blood for Blood. When you use your Divine Smite, you can use your Channel Divinity as a part of the same attack to deal additional radiant damage. When you do, you can expend any number of your paladin Hit Dice and cause the attack to deal an additional 1d10 radiant damage per Hit Die you expended for this Channel Divinity option.
AURA OF THE ALTRUIST
7th- and 18th-level Oath of Sacrifice feature
You have been blessed with an aura that extends the reach of your divine healing. You can project an aura of good will out to a radius of 10 feet. You can use your Lay on Hands feature targeting any creature within the aura, as though you could touch them. When you cause a creature in the aura to regain hit points using a spell or class feature, you can choose to gain temporary hit points equal to half of the hit points you restored to the target.
At 18th level, the range of this aura increases to 30 feet.
QUELL THE AGGRESSORS
15th-level Oath of Sacrifice feature
Whenever a creature you can see within 30 feet of you is attacked, you can use your reaction to move up to your speed toward the attacking creature and make one weapon attack against it.
Additionally, your hit point maximum can no longer be reduced in any way except through the use of your Bearer of Burdens Channel Divinity option
THE ONE WHO ENDURES
20th-level Oath of Sacrifice feature
As an action, you become a solemn visage of pensive melancholy, gaining the following benefits for 1 minute:
• Tears of blood and light streak from your eyes, granting you truesight to a range of 30 feet.
• You lose one level of exhaustion, your hit point maximum returns to its normal value, and you regain all of your hit points.
• Whenever an enemy within 60 feet of you attacks a creature other than you, the attacker takes 10 radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Level | Prof Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Divine Sense, Lay on Hands | --- | --- | --- | --- | --- |
2 | +2 | fighting Style, Spellcasting, Divine Smite | 2 | --- | --- | --- | --- |
3 | +2 | Divine Health, Sacred Oath, Harness Divine Power | 3 | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 3 | --- | --- | --- | --- |
5 | +3 | Extra Attack | 4 | 2 | --- | --- | --- |
6 | +3 | Aura Of Protection | 4 | 2 | --- | --- | --- |
7 | +3 | Oath Feature | 4 | 3 | --- | --- | --- |
8 | +3 | Ability Score Improvement | 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 | 4 | 3 | 3 | --- | --- |
13 | +5 | --- | 4 | 3 | 3 | 1 | --- |
14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | --- |
15 | +5 | Oath Feature | 4 | 3 | 3 | 2 | --- |
16 | +5 | Ability Score Improvement | 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 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Oath Feature | 4 | 3 | 3 | 3 | 2 |