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Paladin

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: 1d10
hit points at 1st level: 10+ 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:
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:

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.
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.   Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.   Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.   Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.   Tenets of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
  Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.   Scornful Rebuke
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.   Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.   Tenets of the Crown The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
  Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.   Unyielding Saint
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.   Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.   Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
  • You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
  • A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
  Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.   Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.   Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.   Tenets Of Glory
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection From Energy
13th Compulsion, Freedom Of Movement
17th Commune, Flame Strike
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
  • Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
  Aura of Alacrity
At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.   Glorious Defense
When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). 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.
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
  Aura of the Guardian
Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.   Protective Spirit
Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.   Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you the following benefits.
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.   Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
  • On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.   Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.   Avenging Angel
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.  

Oath of the Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.   Tenets of the Watchers
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Alarm, Detect Magic
5th Moonbeam, See Invisibility
9th Counterspell, Nondetection
13th Aura of Purity, Banishment
19th Hold Monster, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Watcher's Will You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Abjure the Extraplanar You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
  Aura of the Sentinel
At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.   Vigilant Rebuke
At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.   Mortal Bulwark
At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.  

Oathbreaker

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Hellish Rebuke, Inflict Wounds
5th Crown of Madness, Darkness
9th Animate Dead, Bestow Curse
13th Blight, Confusion
17th Contagion, Dominate Person
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
  • Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
  Aura of Hate
Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.   Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.   Dread Lord
At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.  

Oath of Beauty

The Oath of beauty is a solemn promise to protect beauty at all cost. The beauty a Paladin chooses to protect can be any beauty: the beauty of nature, the beauty of a loved one, the beauty that nobody else considers beautiful, or their own beauty, to name a few. Paladins of Beauty aim to protect what they find beautiful from the ugly, graceless forces of the outside world. Those that swear this oath become staunch, deeply passonate defenders of what they call their Muses, that or those which they admire most, Contrary to many other oaths, the Oath of Beauty encourages those that swear by it to throw themselves unto the arms of their passions, to feel every feeling unashamedly and courageously. Objectivity and cold hard logic hold little to no meaning to a Paladin of Beauty. It is subjectivity passion, admiration, and love that drives them. A Paladin of Beauty's most powerful weapon is not their sword, but their rejection to society's insistence on remaining unemotional and impersonal, because when wielded dexterously, it can inspire a crowd, a city, a country, or the entire world.
The Paladin of Beauty has been conceived as a defender and a tank. While other oaths are about the Paladin themselves and killing other creatures, the Oath of Beauty is all about protecting and bolstering your allies.   Tenets of Beauty
The tenets of the Oath of Beauty vary by the Muse that the Paladin choose, but all the tenets revolve around defending Beauty at all costs. Paladins who have sworn this oath will go to any lengths to protect their Muse, even if it means going against what they consider just or right. The Principle that rule over their tenets are ruled by emotion.
  A shield for the beautiful. I am and always will be my Muse's shield. No harm may come to what I consider beautiful as long as I breathe.
Beauty must conquer. I vow to make every place I pass more beautiful than when I encountered it.
Passion is paramount. No decision is truer than the one made from the heart. I will trust what I feel is right and won't let my Passions' screams fall on deaf ears.
Strive for Beauty. I'm not only Beauty's protector. I'm also its wielder. I will strive to make myself as beautiful as what I'm sworn to protect. There's beauty in difference. What I find beautiful may not be the same others find beautiful. So long as one is driven by pure admiration for a Muse, they are my friend and my ally.   Oath Spells
You gain Oath Spells at the Paladin levels listed.
Paladin Level Spells
3rd Heroism, Protection from Evil and Good
5th Alter Self, Enhance Ability
9th Protection from Energy, Spirit Guardian
13th Faithful Hound, Fabricate
17th Seeming, Wall of Force
Channel Divinity
  When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Guardian of Grace. As a bonus action you vow to protect an ally from all harm with your life. Choose one friendly creature within 60 feet of you that you can see. All attacks against the creature is made at disadvantage, the creature under Guardian of Grace also makes all saving throws with advantage. This effect lasts for 1 minute, until you drop to 0 hit points, or if you use this ability on a different target. Each time a creature under Guardian of Grace takes damage you take the same amount of Damage. you can end the effects of Guardian of Grace as a bonus action. You can switch the creature protected by Guardian of Grace as a bonus action.
  • Dazzling Appearance. As an action, your appearance changes to reflect a divine, resplendent form of the beauty you have vowed to defend. Choose a number of creatures equal to your charisma modifier. Each creature must make a Wisdom saving throw. On a failed save, a creature is stunned until the end of your next turn.
Elegant Defense
  Starting at 7th level, your desire to defend and protect gives you a supernatural ability to accomplish that desire. When a creature within your reach makes an attack of opportunity at a creature other than you, you can use your reaction to become the target of the attack instead of the original target   Aura of Beauty
Starting at 15th level, you and your friends' appearance subtly change, becoming more beautiful according to their own ideas of beauty. You also become adept at perceiving the true beauty of everything and anything, regardless of what is obscuring it. Aberrations and Monstrosities'' attacks are made at disadvantage against you and any friendly creature within 10 feet of you. Additionally, you or any friendly creature within 10 feet have advantage on checks to see through illusions.
At 18th level, the range of this aura increases to 30 feet.   Angle of Beauty
At 20th level, you can assume the form of an impossibly beautiful Angelic Defender. 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 have advantage on Charisma saving throws, as do your allies within 30 feet of you.
  • You emanate a beautiful protective aura in a 30-foot radius. When a friendly creature is within the aura, they add your Charisma modifier to their AC and their saving throws.
Once you use this feature, you can't use it again until you finish a long rest.  

Oath of the Forged Bonds

The Oath of Forged Bonds is a sworn commitment to a family not of the paladin’s blood. Sometimes called keepers or caretakers, these paladins devote themselves to the welfare and protection of the friends and companions with whom they have forged the closest bonds. To these paladins, nothing is more important than these bonds, and they will do their utmost to hold their family together through the best and worst times and remain steadfast by their side.   Tenants of Forged Bonds
Though the methodology of paladins who have sworn this oath vary in how they remain devoted to their bonds, at their very core paladins of the Oath of Forged Bonds tend to uphold these tenants.
Be a Light of Hope. Do not allow despair to take root in your family. Always remain hopeful, so that your companions can look to you in times of strife.
Remain Devoted. Provide what your family needs, whether that be comfort, provisions, or aid. Do not abandon them when they need you the most.
Stay Steadfast. Remain ever at the side of your family. You are a pillar upon which they can rely, and it is important that you do not waver so that you can help them whether through the tumultuous storms of life.
Safeguard Your Family. Protect your family and remain ever vigilant for threats against them, but also remember to communicate and resolve issues between yourself and your companions so they do not multiply.   Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd bless, sanctuary
5th aid, prayer of healing
9th beacon of hope, crusader’s mantle
13th aura of life, aura of purity
17th circle of power, rary’s telepathic bond
  Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Healing Bonds. You can use your Channel Divinity to restore your family. When you heal a friendly creature with your Lay on Hands feature, you can choose to heal another friendly creature within 30 feet for half the amount healed. The number of additional friendly creatures increases to 2 at 7th level, 3 at 15th level, and 4 at 20th level.
Strength in Support. You can use your Channel Divinity as a bonus action to bolster your attacks in the presence of your allies. For 1 minute, your weapon attacks deal a number of additional damage die depending on the number of friendly allies within 30 feet. (1d4 for 1, 1d6 for 2, 1d8 for 3, or 1d10 for 4 or more.)   Aura of Solidarity
At 7th level, you are deeply connected to those you consider your chosen family and can sense their general location and direction as long as they are within 1 mile and are on the same plane of existence as you. Additionally, starting at 7th level, you emit an aura of support while you aren’t incapacitated. Friendly creatures within 10 feet of you don’t provoke opportunity attacks. At 18th level, the range of this aura increases to 30 feet.   Curative Kinship
As long as you stand firm you can continue to watch over your family. Starting at 15th level, whenever you succeed on a saving throw you can choose a friendly creature within 30 feet and heal them for a number of hit points equal to 2d8 + your Charisma modifier.   Clan Keeper
At 20th level, as a bonus action, you can embody the bonds that keep your family together and gain the following benefits for 1 minute:
  • Friendly creatures within 60 feet of you have advantage on saving throws.
  • You and all friendly creatures within 60 feet gain 1d10 + your Charisma modifier in temporary hit points at the start of your turn.
  • You have advantage on attack rolls while within 5 feet of a friendly creature.
Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of Eternal Night

Paladins who swear the Oath of Eternal Night forgo the lofty standards of conduct and shining armor of their compatriots: instead, they don blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called ravens, bind themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a raven is not far behind.   TENETS OF ETERNAL NIGHT
Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:
None are Exempt. Even kings and magistrates that write the laws must be held accountable to them.
Good of the Many. The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.
Knight of Night. When justice is not done in the light of day, it must be restored in darkness.   OATH OF ETERNAL NIGHT SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd feather fall, longstrider
5th find steed, misty step
9th fly, haste
13th dimension door, freedom of movement
17th passwall, teleportation circle
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cover of Darkness. As a bonus action, you can create a 15-foot radius sphere of magical darkness centered on a point you can see within 30 feet of you. This sphere spreads around corners and lasts for one minute. You can see through darkness you create in this way.
Shrouded Armor. As an action, you can use your Channel Divinity to draw shadowstuff from the Plane of Shadow, imbuing it upon one suit of armor you are wearing. Your armor is cloaked in a tenebrous swirl, and reflects no light. You can add your Charisma modifier to Dexterity (Stealth) checks you make while wearing the armor, and the armor does not impose disadvantage on your Stealth checks. This effect ends after 8 hours, or if you end the effect on your turn (no action required). The effect ends early if you remove your armor or fall unconscious.   SLIP INTO THE SHADOWS
At 7th level, you and friendly creatures within 10 feet of you can take the Hide action as a bonus action. At 18th level, the range of this aura increases to 30 feet.   CLOAK OF NIGHT
At 15th level, as a reaction when you take damage, you can shed small flakes of darkness which briefly whirl around you before disappearing. The next attack roll made against you before the beginning of your next turn has disadvantage.   SHADOW FORM
At 20th level, you can assume the form of a tenebrous stalker, drawing incredible power from the darkness around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits while you are within dim light or darkness:
  • You have advantage on Strength, Dexterity, and Constitution checks.
  • As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.
  • Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.
Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Heresy

Heretics come in all forms, but those who swear an Oath of Heresy have borne witness to a great revelation: the prophets of history are false and their clerics have been misled, for the gods have deceived the entire world. Heretics vow to spread their truth to whoever will listen, rebuffing holy men and inquisitors that lack the sense to share in their revolution. Naturally, heretics end their crusades in one of two ways: canonized for revolutionizing the faith, or burned at the stake for their transgressions. Heretics might embrace any fundamental truth that goes unrecognized. Many believe the gods are fundamentally false, a trick wrought by celestials or high priests, while others simply profess the nonnecessity of deities to gain entry to an afterlife. Others attack fundamental pillars of faith that are erected on prejudicial beliefs, such as priestly orders that disallow people of different races or genders to their own. No matter what truth they embrace, these paladins are empowered by their belief and their oaths (as all paladins are), and so can crusade in active rebellion against the gods.   TENETS OF HERESY
By swearing your oath, you vow to spread truth far and wide according to the following tenets.
Spread the Revolution. Share the truth with everyone. Where truth itself does not dispel the lies, your sword might dispense truth of its own.
Defy Convention. You stand to shatter the laws that seek to contain the truth. Don’t dwell on tradition as you seek to remake it.
Speak Truth to Power. Confront the powerful with your truth, and don’t let them turn away. Only by embracing the truth can they enact change.   OATH OF HERESY SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd illusory script, protection from evil and good
5th magic weapon, zone of truth
9th dispel magic, speak with dead
13th banishment, private sanctum
17th dispel evil and good, legend lore
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blaspheme. As an action, you speak words of heresy, profound statements which shake the room. Each creature you choose within 30 feet must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage for each point of your proficiency bonus and is deafened for 1 minute. On a success, a creature takes half as much damage and is not deafened.
Turn the Holy. As an action, you present your holy symbol to censure celestials and holy men, using your Channel Divinity. Each celestial that can see or hear you within 30 feet of you must make a Wisdom saving throw. Each humanoid within range that can cast 1st level spells or higher using Wisdom as their spellcasting ability score must also make a Wisdom saving throw. If a 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.   GODLESS AURA
Beginning at 7th level, your aura divorces the area around you from divine powers. When a creature other than yourself within 10 feet of you regains hit points, you can choose for that healing to fail and have no effect. Furthermore, you can use your reaction to cast counterspell, without using a spell slot or spell components, to interrupt any spellcaster using Wisdom as their spellcasting ability score to cast a spell of 1st level or higher within 10 feet of you. At 18th level, the range of this aura increases to 30 feet.   IMPLACABLE WILL
By 15th level, you can reroll with advantage a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.   APOSTATE
At 20th level, fully divorced from the will of the gods, you can use your action to assume a form empowered by the influence of your blasphemy, an anti-apotheosis. You gain the following benefits for 1 minute:
  • You can use your Blaspheme Channel Divinity as a bonus action without using your Channel Divinity. When you use this ability this way, it deals 4d6 psychic damage on a failed save, and half as much on a success.
  • You gain 20 temporary hit points at the start of each of your turns.
Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of Revelry

Paladins who swear the Oath of Revelry make a solemn vow to party day and night until their hearts give out. The antithesis of stuffy, lawful crusaders, these emissaries of carousal travel the land, crashing parties and raising hell wherever they raise a glass. Authorities bristle at their arrival, but the youth cheer, for a Party Paladin is always accompanied by a good time.   TENETS OF REVELRY
Many paladins who swear the Oath of Revelry choose to abide by the Codicus Brodicus, a doctrine of moral judgments, both foul and fair, about the way one should conduct life and party. In general, paladins who take this oath abide by the following principles:
The Party Don't Stop. Every occasion deserves celebration, and everyone should be invited. Work Hard, Party Hard. Without planning and effort, a good bacchanal has no momentousness. Bring your “A” game to events.
Fight for Your Right to Party. Those who would stand in your way need to be reminded what it’s like to have a good time, or failing that, be circumvented.   OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd charm person, hideous laughter
5th calm emotions, enhance ability
9th create food and water, hypnotic pattern
13th compulsion, freedom of movement
17th geas, telepathic bond
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Conjure Drink. When you finish a long rest, you can summon to your flask a frothy ale from the heavens itself. Up to three creatures can drink from this flask, and each has advantage on the next saving throw it makes before it takes a long rest, after which the buzz wears off. When you take a short rest, any remaining ale becomes nonmagical.
Song and Dance. You can spend your Channel Divinity as an action to dance a catchy jig. Each creature you choose within 15 feet must make a Wisdom saving throw or join in. Creatures continue to dance as long as you dance. Creatures that can’t be charmed are immune to this effect. This effect ends for a creature if you choose to end it on your turn (no action required), or if the creature reattempts the Wisdom saving throw at the end of its turn and succeeds. A creature that is dancing spends all its movement tapping its feet and shuffling about without leaving its space. It also has disadvantage on Dexterity saving throws and attack rolls that rely on Dexterity.   AURA OF FRATERNITY
At 7th level, you and your allies fight better together. While you have one or more ally adjacent to you, you and each of your allies within 5 feet deal an additional 1d4 damage on melee attacks. At 18th level, the range of this aura increases to 15 feet.   MERRYMAKER
At 15th level, when you or a friendly creature within 30 feet of you makes an ability check or saving throw that doesn’t have disadvantage, you can cause it to be made with advantage. You can use this ability three times, and regain all expended uses when you finish a long rest.   PARTY ANIMAL
Starting at 20th level, you can use your action to transform into an embodiment of partying. You sprout horns like a satyr and emanate a 30-foot aura of gaiety. For the next minute, you and friendly creatures within the aura can’t be blinded, deafened, exhausted, or poisoned. Additionally, at the start of each of your turns, you and each friendly creature that isn’t incapacitated within the aura regains 10 hit points. Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Storms

The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the sea’s dispassionate neutrality, and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands, as the gales dictate. Storm knights, as they are often called, have a long memory for vengeance, however, and deep penchants for superstition. Always listen to the wisdom of a storm knight, lest the winds turn foul and the ocean tempestuous.   TENETS OF THE STORM
Storm knights swear their oaths on sailing superstitions and unspoken laws of the sea, often containing the following principles:
Safe Harbor. Protect sailors and wise captains that respect the laws of the ocean. No gale should break their masts while you are aboard.
Howling Gales. The winds should steer your journey, wherever they might take you. Furthermore, it is proper that the winds should often guide you into storms.
Thunderous Castigation. The fury of the storm demands equal reprisal for all slights, major and minor. Doing otherwise is bad luck.   OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd fog cloud, thunderwave
5th gust of wind, hold person
9th call lightning, wind wall
13th control water, ice storm
17th commune with nature, hold monster
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Thunderous Revenge. You can use your Channel Divinity to strike back with the fury of a storm. Immediately after a creature you can see within 30 feet of you deals damage to you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes lightning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Walk on Waves. As a bonus action, you can use your Channel Divinity to befriend the sea. For the next hour, you gain the benefits of the water walk spell, and your movement speed doubles while you are walking on water.   VORTEX AURA
Starting at 7th level, you can use your bonus action to summon a strong wind to whirl around you in a 10-foot radius until you dismiss it on your turn (no action required). While your vortex is active, its area counts as difficult terrain for creatures other than you. The wind extinguishes unprotected flames, such as candles and torches, and disperses gases and vapors within its area.
At 18th level, the radius of this aura extends to 30 feet and you can choose creatures within the aura to be unaffected by it.   STORM SOUL
Starting at 15th level, you have resistance to lightning damage. Additionally, when a creature within 5 feet of you attacks you while you are not incapacitated, it takes lightning damage equal to your Charisma modifier.   THUNDER GOD
At 20th level, as an action, you can mantle yourself in the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing a raging storm within. You gain the following benefits:
  • You are immune to lightning and thunder damage.
  • You gain a flying speed of 60 feet.
  • You can cast the spell call lightning as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns.
Once you use this feature, you can't use it again until you finish a long rest.  

Oath of the Sun

In the wastes, the sun is a double-edged sword: though it brings light, warmth, and nourishment to the desert’s scant greenery, it also burns, blinds, and can destroy those who do not respect it. Paladins who take the Oath of the Sun understand the sun's dual nature, and strive to both bring its light to the darkest reaches of the world and to protect those who fall prey to the sun's rays out of happenstance or misfortune.
Unlike other paladins, most brothers who take the Oath of the Sun belong to a clergy of a sun god of some sort, be it Amaterasu, Apollo, Ra, or any other. They most often serve as templars, protecting their temples from raiders, bandits, and more supernatural threats. They are uniformly good, but have little adherence to laws other than those of their faith.   TENETS OF THE SUN
The Oath of the Sun is always taken in public at the height of noon, among the congregation of the paladin's church.
The Sun Rises. The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge every day.
The Sun Blazes. Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its light, so as to burn away their impurity.
The Sun Sets. The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.   OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd burning hands, guiding bolt
5th darkvision, scorching ray
9th daylight, spirit guardians
13th fire shield, wall of fire
17th flame strike, hallow
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Glorious Radiance. As an action, you can begin radiating bright sunlight. While this effect is active, you shed bright light out to a radius of 30 feet. Additionally, you gain a number of temporary hit points equal to your paladin level + your Charisma modifier. If a creature hits you with a melee attack while you have these hit points, you can use your reaction to deal 5 points of radiant damage to it. This effect lasts for 1 hour, and ends early if the hit points are expended or until you dismiss it on your turn (no action required). When you reach 11th level, the effect deals 10 points of radiant damage, and at 17th level, it deals 15 points of radiant damage.
Solar Flare. As an action, you can emit a blinding flash of light. When you do so, each creature you choose within 20 feet of you must make a Constitution saving throw or be blinded for 1 minute. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.   SUN'S WARMTH
At 7th level, you and all friendly creatures within 10 feet of you have resistance to cold and fire damage, and can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 300 degrees Fahrenheit. Additionally, when you deal fire damage, you can choose to deal radiant damage instead, or vice versa. At 18th level, the range of this aura increases to 30 feet.   INCANDESCENT FURY
At 15th level, the damage die for your Improved Divine Smite becomes a d10.   ZENITH
At 20th level, as an action on your turn, you can fill yourself with the sun's brilliant wrath. You can cast the spell sunbeam without using a spell slot. Additionally, at the start of each of your turns during this spell's duration, you regain hit points equal to your Charisma modifier if you have no more than half your hit points left. Once you use this ability, you must finish a long rest before you can do so again.  

Oath of Winter

The Oath of Winter was originally a concord between a paladin and an ancient being of ice, Father Winter. With this treatise, the paladin swears to stand vanguard against the cold, protecting the innocent from the ravages of winter’s ice and the horrors of the bitter north. Even as Father Winter has faded into obscurity with the march of centuries, the order of paladins sworn to this oath has remained, their concord and duty never-ending.   TENETS OF WINTER
Your concord with Father Winter, enumerated in your oath, is based on the following principles:
Winter's Snow. Though the winter is long and harsh, it is not altogether evil. Your concord with Father Winter himself is proof of that.
Winter's Wind. With the coming of winter frosts are harsh dangers and frigid creatures not found in the summer. It is your duty to protect the innocent from this peril.
Winter's Throne. To seek to unseat Father Winter from his throne of ice is to break your vow. No matter the evils of his reign, you must not break your concord. Seasons change, but your oath does not.   OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd create or destroy water, fog cloud
5th hold person, shatter
9th sleet storm, slow
13th fire shield, ice storm
17th cone of cold, hold monster
  CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ice Armor. As a bonus action, you can use your Channel Divinity to wreath your armor in a thick layer of protective ice. You gain a number of temporary hit points equal to twice your paladin level + your Charisma modifier. You subtract fire damage from your temporary hit points as if you were vulnerable to it, but if fire damage reduces your temporary hit points to zero, you take no additional damage from it, as your melting ice neutralizes the excess heat.
North Wind. You can use your Channel Divinity as an action to breathe a hoary wind. Each creature within a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage for each point of your proficiency bonus, and its speed is halved until the beginning of your next turn. On a successful save, a creature takes half as much cold damage and its speed is not halved. A creature killed by this ability becomes a frozen statue until it thaws.   FRIGID AURA
Beginning at 7th level, you emanate bitter cold and draw heat from the room. You and friendly creatures within 10 feet of you have resistance to cold and fire damage.
At 18th level, the range of this aura increases to 30 feet.   ICEFLESH
By 15th level, when you take damage or are blinded, deafened, paralyzed, petrified, or poisoned, you can freeze the blood in your veins, delaying the effect. The damage or condition is suspended for 1 minute, after which it resumes and affects you normally. This ability pauses the duration of spells that affect only you to impose a condition, and the spellcaster doesn’t need to maintain concentration on such a spell until the effect resumes. You can only freeze one condition or instance of damage at a time. Once you use this ability, you can’t use it again for 1 minute.   FATHER WINTER
Starting at 20th level, you can invite upon yourself the purest cold, becoming an effigy of Father Winter. For the next hour, you gain the following benefits:
  • You are immune to cold damage.
  • When a creature within 5 feet of you deals damage to you while you are not incapacitated, it takes 2d10 cold damage.
  • You emit a frigid 10-foot radius aura that freezes the ground around you. The area of this aura is difficult terrain. You can choose for creatures to be unaffected by it.
  • On your turn, you can draw the heat from the room, extinguishing any nonmagical fires you can see within 30 feet (no action required.)
Once you use this feature, you can't use it again until you finish a long rest.
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath, Harness Divine Power (Optional)3----
4th+2Ability Score Improvement, Martial Versatility (Optional)3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement, Martial Versatility (Optional)43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement, Martial Versatility (Optional)433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement, Martial Versatility (Optional)4332-
17th+6-43331
18th+6Aura improvements43331
19th+6Ability Score Improvement, Martial Versatility (Optional)43332
20th+6Sacred Oath feature43332

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Hill815.

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