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Paladin

hit dice: 1d10 per paladin level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (6) + Constitution Modifier
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • (a) a priest's pack or (b) an explorer's pack

  • Chain mail and a holy symbol


spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your 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 Fighting Style

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.   Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.   Defense. While you are wearing armor or wielding a shield, you gain a +1 bonus to AC.   Dual Wielding. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.   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.   Shield Warrior. You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8 .
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.   Versatile Fighting. While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.  
. You can't take a Fighting Style option more than once, even if you later get to choose again.  

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.  
Channel Divinity: 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.  

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can gain the Ability Score Improvement feat or another feat of your choice.  

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:

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. Now you choose from the list of available oaths.  

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.  
  Oath of 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

 

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 Avarice

Wealth is the availability of goods and services, and thus is a representation of both power and opportunity. A wealthy benefactor can save a civilization, while a wealthy tyrant can turn the world on its head. You’ve sworn to let nothing stand between you and the accumulation of wealth, as any whim that takes you can be accomplished with the prudent use of overwhelming financial might.  

Tenets of Avarice

The tenets of the Oath of Avarice are often sworn only to oneself, born of greed, desire, and greater goals.   Take and Keep. The more you have, the more you can do. Take what you need and give nothing back without greater gain.   Spend and Deliver. Everything has a price. Seek wealth to that you can pay it in coin, rather than your own blood.   Blood and Soul. There are currencies intangible that must be obtained or protected, for wealth is worthless otherwise.   Wealth and Unity. All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards.  

Oath Spells

You gain spells at the paladin levels listed.
Paladin LevelSpells
3rdalarm, charm person
5thknock, sinister threat
9thblackened heart, detect inbterference
13thinvitation, unspoken agreement
17thnemesis, overwhelming emotion
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Golden Suit. As an action, you can use your Channel Divinity to coat yourself in shining gold for 1 hour. You gain temporary hit points equal to twice your paladin level for the duration. Whenever a creature hits you with a melee attack while you have these hit points, gold sprays off your armor, causing the creature to suffer disadvantage on their next attack before the start of their next turn.   Hired Help. As an action, you can use your Channel Divinity to summon a simple magical construct for one hour. This construct has the statistics of a commoner, though it is a construct instead of its normal type. It cannot attack, cast spells, or activate magic items. If it dies or the duration expires, it fades into mist.  

Aura of Investment

Starting at 7th level, you are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gain temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of temporary hit points that last for the same duration. This effect cannot cause a creature to gain more than twice your Charisma modifier in temporary hit points at once.   At 18th level, the range of this aura increases to 30 feet.  

Rate of Exchange

Starting at 15th level, once per turn when you hit a creature with an unarmed strike, you can attempt to steal an object or weapon from the target. The target must succeed on a Strength saving throw against your paladin spell save DC or lose the chosen item. If you lack a free hand to steal the item, the attempt automatically fails.  

Hidden Agenda

At 20th level, you reveal your true desires to the world and call upon the debts that you are owed. You are empowered as the life force of dozens of debtors is drawn into you. For 1 minute, you gain the following benefits.
  • You gain 20 temporary hit points at the start of each of your turns that last for the duration of this feature.
  • Whenever you steak a weapon using your Rate of Exchange feature, you can immediately make a weapon attack using it. This does not require an action.
  • When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn.
Once you use this feature, you can't do so 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. 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.  

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.
 

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.
 

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 Destiny
There are many forces within the cosmos that claim to manipulate fate itself, but even they are tools within the great weave. The cards and dice these diviners cast are to be heeded and understood, for their acts are equally under the control of fate. You have sworn to act in accordance to the whims of the cosmic weave, following the path laid out before you. Whether hero or villain, chosen champion or fallen outcast, you will fulfill your destiny  
Tenets of Destiny
The tenets of the Oath of Destiny are deterministic, and all paladins who travel this road end up swearing to these:   Know Your Fate. You have a purpose in life or in death. Find it, and understand it.   Walk the Path. Every act you perform will be in alignment with your fate. Do not fight against it.   Fight by Instinct. If you are meant to kill, then you shall. If you are meant to save, then you shall. Do not deny the destinies of others.   Live and Die. The end of the road is inescapable and unavoidable, but your destination does not invalidate your journey  
 

Oath Spells

You gain spells at the paladin levels listed.
Paladin LevelSpells
3rddetect magic, heroism
5thaugury, gentle repose
9thmass healing word, revivify
13thdeath ward, freedom of movement
17thlegend lore, hold monster
 

Channel Divinity

When you take this oath at 3rd level, you gain the following tow Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Fate Foretold. As an action, you can use your Channel Divinity to seal a creature's fate. Choose a creature within 60 feet of you that you can see. The next time the creature takes damage within 1 minute, it takes twice as much damage instead.
  • Linked Destiny. You can touch a friendly creature as a bonus action to bind your fates together. For 1 minute, whenever one of you regains hit points, the other regains half as many hit points.
 

Aura of Determinacy

Starting at 7th level, you are surrounded by a 10-foot aura of providence. When a friendly creature within this aura fails a saving throw or misses an attack, you can use your reaction to cause the creature to repeat the roll under the same circumstances, possibly changing the result.   At 18th level, the range of this aura increases to 30 feet.  

Fate Unfulfilled

Starting at 15th level, when you are reduced to 0 hit points, you can choose to recover hit points equal to half your hit point maximum at the start of your next turn.   Once you do this, you can't do so again until you finish a long rest.  

Appointed Time

At 20th level, you accept your destined role, and act in perfect alignment with the whims of causality. As an action, you gain the following benefits for the next hour:
  • You can trigger the effect of your Aura of Determinacy once per turn without using your reaction.
  • Your weapon attacks critically hit on a roll of 19-20.
  • If you hit a creature with a weapon attack and the attack is a critical hit, you can force the target to make a Constitution saving throw against your paladin spell save DC. If it fails and has less than 50 hit points remaining after the damage from the attack is applied, it dies.
Once you use this feature, you can't do so 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.
 

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 Fury
Paladins who dedicate themselves to the Oath of Fury are called Red Knights. They are the spiritual manifestation of a warrior's addiction to battle and war. A symbol of suffering, loss, and pain. Bloodied and knee deep in suffering, the warrior swears the Oath of Fury, choosing to embody all that they hate after losing everything to war.   The Oath of Fury is the psyche and madness of war made manifest in a soul scarred by sorrow and fury, robbed of all sanity and reason by the horrors of war. Battle sets these souls alight, burning fury driving the paladin into a self destructive rage, throwing caution to the wind as they butcher their enemies.  

Sorrow and Maladaptive Anger

At the heart of it, this oath represents a flawed coping mechanism to deal with pain and loss. Maladaptive anger can be a sensitive topic for you or other players at your table. It is recommended that you discuss this concept with your fellow players and Dungeon Master, so that no one feels uncomfortable.
 

Tenets of Fury

The Tenets of Fury bind the Paladin to the horrors of war. The tenets serve as an eternal companion to lessen the burdens of loss.   The Blood Must Flow. Peace is not an option for our wounded souls. Only blood can extinguish our fiery pain.   The Beast Within. Ours is a fury to be unchecked, freed upon our enemies. Deny not this desire.  

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Fury table. See the Sacred Oath class feature for how oath spells work.
Paladin LevelSpell
3rdHunter's Mark, Zephyr Strike
5thCrown of Madness, Misty Step
9thFlame Stride, Flame Stride
13thDimension Door, Fire Shield
17thDestructive Wave, Immolation
 

Channel Divinity

At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Berserker's Sorrow. As a bonus action, you can use your channel divinity to flood your body with fury, pushing yourself beyond natural limits, paying no attention to strained muscles and torn ligaments. When you activate this feature, and as a bonus action on your subsequent turns for 1 minute, you can make one weapon attack. When you make this attack, you take 1d6 slashing damage, which ignores resistance and immunity.
  • Butcher. When you reduce a creature to 0 hit points, you can use your channel divinity as a reaction to butcher it, reducing the creature to gory chunks and killing it instantly. You regain hit points equal to four times the creature's CR. As a part of the same reaction, you can also regain hit points as per your lay on hands feature, expending from your pool as normal.
 

Aura of Fury

You radiate a permeable aura that drives your allies to revel in fury. At 7th level, when you and any allies within 10 feet of you take damage, they have advantage on the first attack roll they make until the end of their next turn against the creature that harmed them.   At 18th level, the range of this aura increases to 30 feet.  

Boiling Blood

During battle, you are consumed by a hot rage that amplifies your ire against those that spill your blood. At 15th level, when a creature deals damage to you, the creature is marked until the end of your next turn. Your improved divine smite die increases to 1d12 against marked creatures.  

The Ripper

At 20th level, now fully consumed by despair, you can unleash your fatalistic fury with unchecked abandon. As a bonus action, you gain the following benefits for 1 minute:  
  • Your movement speed increases by 30 feet, and your weapon attacks deal an additional 1d8 damage.
  • When you take damage from a creature, you can use your reaction to move up to twice your movement speed towards that creature and make two weapon attacks against it.
  Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
  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.
 

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 Knowledge
The Oath of Knowledge calls to paladins who are dedicated to locating secrets, lost knowledge, and ultimate truths. Their core belief is that with the requisite amount of information the world is easier to understand. And when that information is properly applied, it can aid in the protection–or conquest–of everything in it.  

Tenets of Knowledge

A paladin who takes up this oath often memorizes in tenets in multiple languages including lost and obscure ones.   All Knowledge is Worth Knowing. There is no amount of information that is too small, or no secret too petty. I must learn all that I can about the world.   Ignorance is a Sin. Educate those who do not have access to knowledge. And I will avoid–and thwart–those who stand in the way of the pursuit of knowledge.   Secrets are the Foundation of All Existence. If there is a secret, I must learn it, for it could be the key to solving all of the mysteries of existence.  
 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Knowledge Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin LevelSpells
3rddissonant whispers, identify
5thaugury, crown of madness
9thfear, speak with dead
13thconfusion, divination
17thcommune, legend lore
 

Channel Divinity

When you take this oath at 3rd level, you gain the following tow Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.  
  • Dark Secret. You can use your Channel Divinity to undercover deep, dark secrets. As an action, target one creature that you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target takes 2d8 psychic damage and becomes frightened of you until the end of your next turn.
  • Quick Study. You can use your Channel Divinity to augment your ability to comprehend and understand things. As a bonus action, you gain the benefits of the comprehend languages spell and you grant yourself a +5 bonus to Intelligence (Investigation) checks for the next 10 minutes.
 

Aura of Awareness

Starting at 7th level, your ability to assess situations is so great, that it expands to others around you. You and friendly creatures within 10 feet of you gain a +2 bonus to their AC.   At 18th level, the range of this aura increases to 30 feet.  

Mind Fortress

Starting at 15th level, your knowledge of everything is so great that it makes you difficult to topple with mind-altering effects. You gain proficiency in Intelligence saving throws. In addition, if a creature targets you with a spell or effect that requires an Intelligence or Wisdom saving throw, that creature takes psychic damage equal to your Charisma modifier (minimum of 1).  

Peerless Pedant

At 20th level, your knowledge and quest for secrets is unmatched by most. You gain the following benefits:
  • You have advantage on initiative rolls.
  • You gain resistance to psychic damage.
  • When you use a spell or effect that requires a target to make a Wisdom or Intelligence saving throw, the creature does so with disadvantage.

  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.
Paladin LevelSpells
3rdcommand, sanctuary
5thcalm emotions, enhance ability
9thbeacon of hope, mass healing word
13thaura of purity, compulsion
17thconjure volley, mass cure wounds
 

Channel Divinity

When you take this oath at 3rd level, you gain the following tow Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.    
  • 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 Left Hand
The Oath of the Left Hand is always sworn before another power, be they mortal, divine, or something more. These paladins--sometimes called nightingales, or left hands--are the shadows behind the powers they worship, often serving as spies or spymasters and bringing divine might to dark places in the name of their reverence.   Left hands are devoted, but not blind. While they are strong in faith, should the one they follow perish or fall beyond redemption, the hand will leave their side to carry on the legacy of the being they once knew.  

Tenets of the Left Hand

A paladin who swears this oath will often whisper the tenets of the left hand as a mantra, a quiet reminder of their oath.   Silence. You will speak when you must, and only then. Your careful word at the perfect moment will mean more than all the shouting in the world.   Secrecy. You are an instrument, but never the song. Yours is not the glory--let others go down in history. You will foster that legacy.   Loyalty. It is not enough to be loyal in times of sun and splendor. A hand is a hand, in light and in darkness, and you will stay true no matter how harsh the weather.  
 

Oath Spells

You gain oath spells at the paladin levels listen.
Paladin LevelSpells
3rddisguise self, unseen servant
5thinvisibility, warding bond
9thgaseous form, sending
13thdimension door, greater invisibility
17thmislead, scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Shadow Sentinel. As an action, you can whisper a vow to watch over an ally you touch, using your Channel Divinity. For 1 hour, you always know that creature's current hit points and any condition affecting it.   For the duration, you can use your action to teleport to the nearest unoccupied space within 5 feet of the creature you watch over. Additionally, when the creature is attacked, you can use your reaction to teleport to the nearest unoccupied space within 5 feet of it and impose disadvantage on the attack roll. The creature must be on the same plane of existence as you.
  • Divine Sight. As an action, you can use your Channel Divinity to create an invisible golden eye, which floats above a creature or object you touch. If the target moves, the eye moves with it, remaining within 10 feet of the target. The eye has darkvision out of 60 feet, and you can see through it as if you were in its space.   The eye vanishes after 1 hour, or if the target travels to another plane of existence.
 

Aura of Silence

Starting at 7th level, you can emanate a quieting aura while you're not incapacitated, which lasts until you dismiss it. The aura extends up to 10 feet from you in every direction, but not through total cover.   Any sound made within the aura can't be heard by creatures outside of the aura, and creatures you choose within it gain a bonus to Dexterity (Stealth) checks equal to your Charisma modifier (minimum of 1).   At 18th level, this aura range's increases to up to 30 feet.  

Silent Knight

At 15th level, you can shroud yourself and your allies from prying eyes. You can cast the nondetection spell at will, without expending a spell slot or material components.   Additionally, you can use the Hide action as a bonus action on your turn.  

Golden Shadow

At 20th level, as an action, you can become a shadow of the power you worship, which lasts until you choose to return to your normal form. As a shadow, you gain the following benefits:
  • You are invisible. Anything you wear or carry is invisible while it is on your person.
  • You can't be heard.
If you deal damage to a creature or force a creature to make a saving throw, you become visible and audible to that creature until the end of its next turn.  
  Oath of the Open Sea

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.   Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.  

Tenets of the Open Sea

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.   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 the most impassable obstacle of all. They carve away the land to 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 mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.  
 

Oath Spells

You gain oath spells at the paladin levels listen.
Paladin LevelSpells
3rdcreate or destroy water, expeditious retreat
5thaugury, misty step
9thcall lightning, freedom of the waves
13thcontrol water, freedom of movement
17thcommune with nature, freedom of the winds
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Marine Layer. As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).
  • Fury of the Tides. As a bonus action, you 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 a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.
 

Aura of Liberation

Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.  

Stormy Waters

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.  

Mystic 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 to gain the following benefits for 1 minute:  
  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • f you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
  • You can take the Dash or Disengage action as a bonus action.
  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Once you use this feature, you can't use it again until you finish a long rest.  
  Oath of Purification

In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it -- evil must be purged to ashes itself. Growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame.  

Tenets of Purification

With their rigid adherence to the concept of purity, those who follow the Oath of Purification rarely deviate from swearing to the purest conceptions of the oath's tenets. The oath emphasizes purity, but its followers run the gamut of alignments based on what they personally believe to be pure and what they see as corruption. The tenets of purification are:   Banish the Darkness. With darkness comes terror, but with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt that encounter.   Cleanse All, Even Oneself. Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like rot or a cancer. And if corruption takes hold within my heart, it must be cleansed before anything else.   Leave No Trace of the Evil. If those who come after me can glean the truth of my enemies' evil from the ashes that I leave, it means the ashes were not burned . Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.   Purity Only Through Pain. There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will ultimately fail to purify.   Share the Flame. As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause. I will lead those with smaller flames until they grow to a blazing beacon.  
 

Oath Spells

Warlock LevelSpells
3rdBurning Hands, Searing Smite
5thContinual Flame, Heat Metal
9thDaylight, Minute Meteors
13thFire Shield, Wall of Fire
17thFlame Strike, Greater Restoration
 

Channel Divinity

When you take this oath at 3rd leveL you gain the following two Channel Divinity options.  
  • Cloaked in Fire. You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success.   Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level.
  •  
  • Purifying Flames. You can use your Channel Divinity to imbue a target with purifying flame that does not burn them. As an action, you fill one creature that you can see within 60 feet of you with divine fire. Creatures that are inside the target's body or possessing the target take fire damage equal to twice your paladin level.   You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned The target also has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack during that time, the attack deals bonus fire damage equal to your paladin level + your Charisma modifier (minimum +l).
  •  

    Aura of Warmth

    At 7th level you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10 feet of you have resistance to cold, fire, and poison damage.   At 18th level the range of this aura increases to 30 feet.  

    Purge by Fire

    Starting at 15th leveL when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast Dispel Magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have Dispel Magic prepared   Once you have used this feature, you cannot use it again until you finish a short or long rest.  

    Eradicating Flame

    When you reach 20th leveL you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It doesn't harm you or your equipment and cannot be extinguished by normal means.   Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, it deals an extra ldlO fire damage and ldl0 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until a creature takes an action to douse the fire, it takes ldlO fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, that target is burned to ash.   Once you have used this feature, you cannot use it again until you finish a long rest.  
  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.
 

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 Sorrow
Misery and loss leave one cold, empty, grasping for life and light like a flower smothered by the icy dark of winter. You have felt this loss and bear it upon your soul as one who survived when others fell, or one who failed when it mattered most. The pale midnight moon and the endless snow are your heart’s companions now, calm and watchful, timeless and eternal in their vigil. Your oath is one of sorrow, but sorrow exists to be defied, to be overcome, to be wielded and forged into determination and undeniable purpose. The ice that covers your heart will be your weapon against the cruelties of this world, and the sharp bite of your tongue shall remind those who have forgotten what it means to live. Each day you draw breath shall be a testament to your faith, for the divines reward those who refuse to break. Stand tall, despite the tears, and search for winter’s end.  

Tenets of Sorrow

The tenets of the Oath of Sorrow are often difficult to uphold. Its principles present this path:   Remember the Reason. Hold fast to the memories of what you have lost, and what has been taken from you.   Grow Cold. Smother the fires of passionate fury, and instead act with grim determination and purpose.   Seek the End. The source of your sorrow must be overcome, and the wrongs that have been done must be righted.  

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin LevelSpells
3rdbane, shield
5thcalm emotions, moonbeam
9thsleet storm, speak with dead
13thhallucinatory terrain, ice storm
17thantilife shell, cone of cold
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Cold Comfort. As an action, you can use your Channel Divinity to embrace suffering for 10 minutes. During this time, you can choose to automatically fail saving throws you make instead of rolling. When you do so against a spell or effect that targets multiple creatures, you can cause all other creatures making the same saving throw to succeed automatically.
  • Quiet Misery. You can use your bonus action and your Channel Divinity to cause a creature to become incapable of speaking or casting spells requiring verbal components until the start of your next turn, assailing its mind with absolute silence. The target must then make a Wisdom saving throw. If it fails, it loses concentration on any spell it is currently concentrating on.
 

Aura of Regret

At 7th level, your cold gaze evokes chilling shame in the hearts of the wicked. While you are concious, you emenate a 10-foot aura of regret. When a hostile creature within the aura makes an attack and the attack misses, that creature takes psychic or cold damage (your choice) equal to your Charisma modifier (minimum 1).   At 18th level, the range of this aura increases to 30 feet.  

Moonlit Lamentation

At 15th level, your connection to the pale midnight light allows you to bring forth past memories from yourself and others.   When you cast a spell of 1st level or higher using your action, you can create a phantasmal memory in a space you can see within 30 feet of you, which occupies a 15-foot cube. When you do, choose either a joyful memory or a sorrowful memory to recreate.   If you choose a joyful memory, you invoke an illusion of a better time now gone, which appears in a manner of your choosing, with visual effects and sounds. The illusion can be of something you remember or something you’ve heard described, and can move as it replays events as you believe they took place. Friendly creatures within the space of the memory have advantage on saving throws to avoid being frightened.   If you choose a sorrowful memory, you invoke a shadowy illusion that appears different to each observer, but is loud and painful to hear and witness. Each hostile creature within 30 feet of the sorrowful memory that can see or hear it must make a Charisma saving throw against your paladin spell save DC at the start of each of its turns. If a creature fails, it can’t voluntarily move closer to the memory during that turn. A creature that can’t be charmed or frightened is immune to this effect.   Each memory lasts up to 1 minute, or until you dismiss it (no action required). If you summon a memory in moonlight, it can last until touched by sunlight.   If you create a second memory, the first vanishes.  

Memento Mori

At 20th level, you can use your action to invoke the true nature of your oath, surrounding yourself with the cold of winter and the memories of what has been lost. For 1 hour, you gain the following benefits.
  • You gain immunity to cold and psychic damage.
  • When you deal damage to a creature, you can choose to halve that creature's speed until the start of your next turn.
  • Hostile creatures within 30 feet of you have disadvantage on saving throws to maintain concentration on spells and similar effects.
  • You can have any number of memories summoned at the same time using your Moonlit Lamentation feature.
Once you use this feature, you can't do so again 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.
 

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 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.
 

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  

Oath Spells

You gain oath spells at the paladin levels listed.
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • 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.
SpellSlotsperSpellLevel
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands----------
2nd+2Divine Smite, Fighting Style, Spellcasting2--------
3rd+2Divine Health, Sacred Oath3--------
4th+2Feat3--------
5th+3Extra Attack42======
6th+3Aura of Protection42======
7th+3Sacred Oath feature43======
8th+3Feat43======
9th+4--432====
10th+4Aura of Courage432====
11th+4Improved Divine Smite433====
12th+4Feat433====
13th+5--4331==
14th+5Cleansing Touch4331==
15th+5Sacred Oath feature4332==
16th+5Feat4332==
17th+6--43331
18th+6Aura Improvements43331
19th+6Feat43332
20th+6Sacred Oath feature43332

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MeepOfWar.

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