Paragons of Virtue
While there are many holy warriors across the lands, few are Paladins. Marked by unwavering dedication to their cause, a true Paladin is a living embodiment of the virtues they swear to uphold. Whether selfless or utilitarian, in service of good or evil, law or chaos, a Paladin is the pinnacle of whatever virtue, cause, or creed they pledge their life to uphold.
Many Paladins are honored as holy knights who defend the innocent, inspire hope, and live with honor. However, not all are paragons of righteousness. Some swear to bring divine judgment upon their foes by any means necessary or vow to keep the balance between the wilderness and civilization.
Bound by Oath
No matter the cause or virtue they champion, all Paladins are bound by Sacred Oath. Whether they were raised from birth to swear their Oath when their training was complete, or they cried out to heaven in a fit of despair, all Paladins must swear a Sacred Oath in order to be infused with their divine power. Though the exact words of these Oaths vary across time and cultures, these holy vows bind all Paladins who swear it into common cause, whatever it may be.
Once this sacred vow is made, a Paladin must uphold the Tenets of their Oath with unwavering dedication, or they risk losing their divinely ordained abilities. Small transgressions can be forgiven if reparations are made, but should a Paladin knowingly and willfully break the Tenets of their divine Oath, they risk shattering their Oath completely and losing access
to the divine power that is infused in them by their Oath.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two of the following: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
As a Paladin, you start with the following equipment, along with the equipment granted to you by your background:
(a) martial weapon and shield or (b) two martial weapons
(a) a simple melee weapon or (b) five javelins
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
spellcasting:
At 2nd level, you learn to draw upon the power of your Sacred Oath to cast divine spells. You gain the following benefits:
Spell Slots
The Paladin table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a Paladin spell, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
At 2nd level, know two 1st-level spells from the Paladin spell list. The Spells Known column of the Paladin table shows when you learn more Paladin spells of your choice. Each spell must be of a level for which you have spell slots.
When you gain a Paladin level, you can choose one Paladin spell you know to replace with another Paladin spell of your choice that is also of a level for which you have spell slots.
Oath Spells
Each Sacred Oath has a list of Oath Spells that you learn at the Paladin levels in your Sacred Oath's description. These Oath Spells count as Paladin spells for you, but they do not count against your total number of Spells Known and they
cannot be replaced when you gain a level in this class.
Spellcasting Ability
Your power is drawn from the strength of your convictions,
so Charisma is your spellcasting ability for Paladin spells. You use Charisma when a spell refers to your spellcasting ability, your Saving throw DC, or making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You use a holy symbol as the focus for Paladin spells. A holy symbol is a Tiny object or emblem that represents the Tenets of your Oath. If it is emblazoned on a shield, it can be used as a spellcasting focus for Paladin spells.
class features:
Diplomat's Cause
Your convictions and beliefs lead you to travel far and wide, spreading the tents of your oath as you do. This extends to your preparedness for potential hostility, as you hold steadfast against those who would harm you. You gain the following benifits at 1st level:
- Donning and doffing armor onyl requires 1 minute, regardless of the type of armor.
- Donning and doffing a shield only requires a object interaction, rather than an action
- You have advantage on Wisdom (Insight) checks made to determine if a creature is hostile to you or your allies
You can also speak, read, and write in two addtional languages of your choice.
Fighting Style
At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Blind Warrior.
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Classical Swordplay.
While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
Defensive Fighting.
So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Great Weapon Fighting.
When you make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll
of 5 or lower on the weapon's damage dice as a 6.
Mounted Warrior.
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Protector.
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Shield Warrior.
You gain proficiency with shields as a martial melee weapon that deal bludgeoning damage equal to 2d4 + your Strength modifier. If you are wielding a shield and nothing else, you gain a +1 bonus to shield attack rolls and your Armor Class.
Strongbow.
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Versatile Fighting.
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.
Sacred Oath
You have sworn a powerful Sacred Oath, which marks you as a Paladin. At 1st level, you choose the Sacred Oath that best represents your Paladin's convictions and creed: Oath of the Ancients, Devotion, Vengeance, Oathless, or Blackguard.
Also at the end of the class you have new Sacred Oaths: Ash, Beauty, Blade, Corsair, Directive, Exorcist, Forge, Honor, Inquisition, Liberty, Mysticism, Prosperity, Remembrance, Shield, Tomorrow, and Wilds
Your Sacred Oath grants features at 1st level, and again when you reach 3rd, 7th, 15th, and 20th level in this class.
Sacred Tenets
Each Sacred Oath has a set of Sacred Tenets which Paladins of the Oath swear to uphold. Should a Paladin knowingly and willingly violate a Tenet of their Oath, they cannot use Sacred Oath or Paladin class features, except for their Fighting Style until they spend 1 hour, which can be during a short or long rest, making reparations appropriate to their Oath.
If a Paladin consistently violates the Tenets of their Oath, they risk breaking it completely. Those who do may become Oathless Paladins, evil Blackguards, or must switch classes.
Divine Fervor
The righteous power of your Sacred Oath is represented by a pool of Divine Fervor used to fuel various Paladin and Oath features. You have an amount of Divine Fervor equal to your Paladin level + your Charisma modifier (minimum of 0). You regain expended Divine Fervor when you finish a long rest.
Divine Smite
You can channel the power of your Oath into your weapons. Also starting at 2nd level, when you hit a target with a melee weapon attack, you can expend one spell slot to deal bonus damage. This bonus damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, up to 6d8 damage.
The damage of this feature depends on your alignment:
Alignment
- Good: Radiant
- Neutral: Thunder
- Evil: Necrotic
You gain two Divine Smite options, your alignment and one other of your choice, detailed in the Divine Smites section at the end of the class description. You learn addtional smites of your choice at 5th, 9th, 13th, an 17th level as shown in the Smites columm.
Additionally Sacred Oath Specific smites do not count against your Divine Smite total.
Divine Regeneration
Starting at 3rd level, during a short rest, you can recover spell slots of a combined level equal to your Charisma modifier. Once you use this feature you must complete a long rest before you can use this feature again.
Ability Score Increase
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 two of your ability scores by 1. You can't increase an ability score above 20 using this feature. You retain the benefits of this feature if you violate your Oath.
Divine Sense
Starting at 5th level, you can use an action to sense powerful extraplanar good and evil. For the next 10 minutes, you know the location and creature type of any celestial, elemental, fey, fiend, or undead within 60 feet of you that isn't behind total cover or hidden from divination magic.
Once you use your Divine Sense, you must finish a short or long rest before you can use it again. If you have no uses left,
you can expend 1 Divine Fervor to use this feature again.
Extra Attack
Also beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You retain the benefits of this feature if you violate your Oath.
Faithful Steed
No Knight or paladin can travel without his faithful steed. At 5th level, you always have Find Steed prepared, which you can cast once per Long Rest without using a spell slot.
Aura of Protection
Your unwavering belief in yourself bolsters those around you. Beginning at 6th level, you exude an invisible Aura outward in a 10-foot radius as long as you aren't Incapacitated. Your Aura only benefits you and creatures of your choice within range.
Creatures under the effects of your Aura of Protection add your Charisma modifier (minimum of +0) to saving throws.
At certain levels, the radius of Aura of Protection increases as shown in the Aura Radius column on the Paladin table.
Divine Knowledge
Starting at 6th level, your connection to the divine offers you insight into religious knowledge and history. You can use your Charisma modifier in place of your Intelligence modifier when making an Intelligence (Religion) or Intelligence (History) check. Additionally, when you take the Help action to aid another creature’s ability check, if the check is related to religious practices or knowledge (as determined by the DM), the creature may roll 1d4 and add the result to their check.
Vigilance
At 7th level, your watchful gaze ensures that no harm befalls you or the companions you travel beside, even in the dark of night. You gain a +5 bonus to Wisdom (Perception) checks made while keeping watch while taking a short or long rest, and cannot be surprised while doing so. If you roll for initiative while asleep, you immediately wake up at the start of your first turn, and may stand up without expending any movement.
Divine Health
The divine magic of your Oath protects you from harm. At 9th level, you gain resistance to poison damage, immunity to the Poisoned condition, and immunity to all nonmagical disease.
Channel Divinity (2/Rest)
Beginning at 9th level, you can use your Channel Divinity twice between rests.
Aura of Courage
Your Aura infuses those under its effects with great bravery in the face of evil and danger. Beginning at 10th level, creatures under your Aura of Protection are immune to the frightened condition. If a frightened creature enters your Aura, the effect is suspended while it remains within your Aura.
Rallying Cry
Starting at 10th level, your voice carries the weight of your divine purpose, inspiring your allies to keep fighting. When you take the Attack action, you can replace one attack with a rallying shout. Choose a number of creatures up to your Charisma modifier that can hear you, other than yourself. The chosen creatures regain 1 hit point, and gain a number of temporary hit points equal to 1d4 + your Charisma modifier.
You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Improved Divine Smite
Your supernatural conviction infuses your strikes. Starting at 11th level, you deal a bonus 1d8 damage whenever you hit a creature with a melee weapon attack. This bonus damage is the same type dealt by your Divine Smite.
Righteous Strikes
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them, and you have learned to blend your spellcasting and fighting seamlessly into your combat style. Your weapon attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Blessed Spellcaster
At 13th level, you've learned to access more divine magic from a wellspring inside of yourseld, granting you access to divinity at the snap of your fingers. You learn two cantrips 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 those cantrips with another cantrip from the cleric spell list
Purifying Touch
Starting at 14th level, you can use your divine power to drive out hostile spells. As an action, you can instantly end a single spell affecting you, or one willing creature that you touch.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend 5 Divine Fervor to use this feature again.
Shining Armor
Also at 14th level, your devotion can manifest physically in the form of a divine suit of armor, appearing to protect you when you need it. As a bonus action or when you roll initiative when not wearing armor, you can summon a suit of armor onto yourself, which is immediately donned by you. If you have a free hand, you may also choose to summon a shield. You can choose the form that this armor takes each time you create it, and are proficient with it while you wear it. The armor and shield are considered magical.
Your shining armor disappears if you doff it. It also disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. You can summon and dismiss the armor and shield separately, should you choose to.
You can transform one magic set of armor and one shield into your shining armor by meditating with it while wearing or holding it. You perform this meditation over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor and shield, shunting it into an extradimensional space, and it appears whenever you create your shining armor thereafter. When you summon your armor, you can change its form, adopting the statistics of the form that it is changed to, though the armor returns to its original form when it ceases being your shining armor. The armor ceases being your shining armor if you die, if you perform the 1-hour meditation with a different set of armor, or if you use a 1-hour meditation to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks.
In addition, sets of armor and shields created or summoned as your shining armor grant a +1 bonus to your armor class, unless it is a magical set of armor or shield that already grants a bonus to your armor class.
Finally, when you are not wearing armor, your AC is equal to 13 + your Charisma modifier.
Heroic Stand
When you reach 17th Level, The divine might that suffuses your entire being refuses to let you fall. When you woudd be reduced ro 0 hit points, you may choose to expend 5 Divine Fervor regaining hit point equal to half your hit points, rounded up.
You can only use this ability once and you regain the ability to do so when you finish a long rest.
Aura of Conviction
Your legendary conviction for your Oath infuses your Aura of Protection with wondrous power. Starting at 18th level, when a creature other than yourself under your Aura of Protection fails a saving throw, you can use your reaction to allow it to reroll its saving throw. However, it must use the new result.
Once you use this feature to turn a failed saving throw into a successful one, you must finish a short or long rest before you can use this reaction again. When you have no uses left, you can expend 5 Divine Fervor to use this reaction again.
Vessel of Divinity
At 20th level, you have become the perfect representation of a divine warrior. Your Strength and Charisma scores increase by 2. Your maximum for those scores is now 22.
Divine Smite Options
Divine Smites are powerful magical enchantments that empower a paladin's strikes with divine magic. Some smites specify a minimum paladin level. You can't learn such a smite until you have reached that level in the paladin class. Each smite describes an addtional effect casued by empowering the smite. You gain the ability to use this effect when you reach 11th level in the paladin class.
Radiant Smite.
Default of good alignment.
Your weapon attack deals an additoinal 2d8 radiant damage to the target. If the target is an undead or a fiend, it takes an additional 1d8 radiant damage.
This damage increases by 1d8 when you reach 5th level (3d8), 9th level (4d8) and 13th level (5d8).
Empower. An undead or fiend hit by a Radiant Smite is considered vulnerable to radiant damage if it was not resistant or immune. If the target is undead or fiend and resistant to radiant damage, you can ignore its resistance.
Necrotic Smite.
Default of evil alignment.
Your weapon attack deals an additional 2d8 necrotic damage to the target. If the target is a celestial or a fiend, it takes an additional 1d8 necrotic damage.
Empower. An undead or fiend hit by Necrotic Smite is considered vulnerable to necrotic damage if it was not resistant or immune. If the target is celestial or fiend and resistant to necrotic damage, you can ignore its resistance.
Thunderous Smite.
Default of the neutral alignment.
Your weapon attack deals an additional 2d8 thunder damage to the target, and it is pushed up to 10 feet away from you. You choose the distance that the target is pushed. If the target is an object or a construct, it takes the maximum amount of damage from this attack per die.
Empower. If the target is a creature, it is knocked prone, and must use all of its movement in order to stand up on its turn.
Searing Smite.
Your weapon attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns, the target takes 1d8 fire damage, until the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water).
Empower. The fire damage dealt by this effect ignores resistance to fire damage, and treats immunity to fire damage as resistance.
Branding Smite.
Your weapon attack deals an additional 1d8 radiant damage to the target, and the next attack made against it before the end of your next turn is made at advantage.
Empower. If the target is a creature, bright radiance surrounds it. It cannot benefit from being invisible, and the first attack targeting the creature on a turn is done made at advantage. This effect lasts until the end of your next turn.
Corrupting Smite.
Prerequisite: 5th level
Your weapon attack deals an additional 1d8 necrotic damage to the target. Any creature that takes this damage can't regain hit points until the start of your next turn.
Empower. If the target would regain hit points, it would instead take necrotic damage equal to the amount of hit points it would regain. This effect lasts until the end of your next turn.
Banishing Smite.
Prerequisite: 9th level
Your weapon attack deals an additional 1d8 force damage to the target. If the target is a creature, it makes a Charisma saving throw. If it fails, it vanishes into a harmless demiplane. While there, it is incapacitated. At the end of your next turn, the target returns to the space it left, or in the nearest unoccupied space if that space is occupied.
Empower. If the target is a creature native to a different plane of existence than you're on, the target disappears, returning to it's home plane.
Staggering Smite.
Prerequisite: 9th level
Your weapon attack deals an additional 1d8 psychic damage to the target. If the target is a creature, they must make a Wisdom saving throw against your Paladin spell save DC. If it fails, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.
Empower. If the target is a creature, it has disadvantage on the Wisdom saving throw and it can't take reactions until the end of its next turn.
Crashing Smite.
Your weapon attack deals an additional 1d8 lightning damage to the target, and each creature within 15 feet of the target takes damage equal to half of the lightning damage dealt to the target.
Empower. Creatures within 15 feet of the target take the full amount of lightning damage dealt to the target.
Chilling Smite.
Your weapon attack deals an additional 1d8 cold damage to the target. Additionally, until the end of the creature's next turn, it's speed is reduced by 10ft.
Empower. Until the end of the target's next turn, it can choose to use either an action or a bonus action, not both, and cannot take reactions.
subclass options:
Oath of the Ancients
Often called green knights, a Paladin who swears this Sacred Oath is sworn to watch over all forms of life and beauty. They are guardians of the natural world, and can be found amongst the courts of the Feywild, Druidic Circles, or anywhere nature reigns supreme in its ancient and primordial glory.
Tenets of the Ancients
1st-level Oath of the Ancients feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Ancients uphold the Tenets below:
- Beauty. Protect natural beauty and innocent life from any who threaten it.
- Hope. Kindle the light of hope with your actions and never give in to despair.
- Light Delight in song, dance, and laughter. Spread joy through your actions.
Elder Guardian
1st-level Oath of the Ancients feature
You have been marked as a friend and defender of the ancient and wild places. You learn to speak, read, and write Sylvan. If you speak in Sylvan you can communicate with beasts as if you were under the effects of a speak with animals spell.
You can also infuse others with the primal resilience of your Oath. As an action, you can touch one creature and expend 1 Divine Fervor to grant it temporary hit points equal to your Charisma modifier (minimum of 1).
Ancient Spells
2nd-level Oath of the Ancients feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.
Paladin Level Spells
- 2nd: absorb elements, ensnaring strike
- 5th: moonbeam, spike growth
- 9th: plant growth, protection from energy
- 13th: grasping vine, guardian of nature
- 17th: commune with nature, tree stride
Verdant Smite
3rd-level Oath of the Ancients feature
When you use Divine Smite, you can expend 1 Divine Fervor infuse that strike with verdant power. After the damage of the attack, your target must succeed on a Dexterity saving throw or be restrained by mystical vines for 1 minute.
A restrained creature, or another creature within 5 feet of it, can use its action to make a Strength check against your Spell save DC. On a successful check, the mystical vines are destroyed and the creature is no longer restrained.
Primal Shield
3rd-level Oath of the Ancients feature
When you or another creature within 10 feet takes cold, fire, lightning, poison, or thunder damage, you can use a reaction to expend 1 Divine Fervor and reduce that damage by your Paladin level + your Charisma modifier.
Aura of Warding
7th-level Oath of the Ancients feature
The elder power of your Oath wards you and your allies from hostile magic. Creatures under your Aura of Protection gain resistance to damage from spells while within your Aura.
In addition, you can now use Primal Shield to defend any creature that is within your Aura of Protection.
Undying Sentinel
15th-level Oath of the Ancients feature
Your body only ages 1 year for every 10 years that pass, and you cannot be aged by spells or magical effects. Also, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead.
Once you use this feature, you must finish a long rest before you can use it again.
Avatar of the Ancients
20th-level Oath of the Ancients feature
As a bonus action, you can transform into an avatar of primal power, gaining the benefits listed below:
- You regain 10 hit points at the start of your turns.
- Primal Shield no longer costs Divine Fervor to use.
- The area within your Aura of Protection becomes difficult terrain for creatures of your choice.
- Creatures within 30 feet have disadvantage on saving throws to resist Paladin spells and Verdant Smite.
This transformation lasts for 1 minute. It ends early if you are unconscious. Once you use this feature, you must finish a long rest before you can use it again. You can expend a 5th-level spell slot to transform again.
Oath of Devotion
Known as white knights, Paladins that swear this Sacred Oath are paragons of virtue, honor, and and justice. Holding themselves to the highest standards of goodness and law, they idolize the celestial angels as the perfect model. Paladins of Devotion are beacons of light in a dark world.
Tenets of Devotion
1st-level Oath of Devotion feature
Though specific Oath and cause may vary, all Paladins who swear the Oath of Devotion uphold the Tenets here:
- Compassion. Help and protect the vulnerable. Show mercy to your enemies, but temper your mercy with caution.
- Honesty. Do not deceive others for your benefit. Always follow through on your word.
- Honor. Do as much good as possible while causing the least amount of harm. Obey those with rightful authority.
Lay on Hands
1st-level Oath of Devotion feature
Your consecrated touch heals wounds and cures disease. As an action, you can touch a creature and expend Divine Fervor (up to your Charisma modifier) and restore five hit points per Divine Fervor spent. Alternatively, you can use this feature to cure one disease or poison for each point of Divine Fervor spent. This feature has no effect on constructs or undead.
Devotion Spells
2nd-level Oath of Devotion feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Paladin Level Spells
- 2nd: bless, shield of faith
- 5th: find steed, restoration
- 9th: beacon of hope, remove curse
- 13th: death ward, guardian of faith
- 17th: dawn, dispel evil & good
Righteous Smite
3rd-level Oath of Devotion feature
When you use Divine Smite, you can expend 1 Divine Fervor to infuse your strike with holy power. After the damage of the attack, your target must make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute and must use its turns to move as far from you as it possibly can. The effect ends early if the creature takes any damage.
Fiends, undead, and other creatures of evil alignment have disadvantage on this Wisdom saving throw.
Sacred Weapon
3rd-level Oath of Devotion feature
As a bonus action, you can expend 1 Divine Fervor to infuse a melee weapon you are holding with holy power. For 1 minute, it becomes a magic weapon, you add your Charisma modifier to attack rolls with it, and it emits bright light out to 30 feet.
These effects instantly end if you use your bonus action to dismiss them, or if another creature picks up this weapon.
Aura of Devotion
7th-level Oath of Devotion feature
Your presence protects your allies from mind-altering effects. Creatures under your Aura of Protection are immune to the charmed condition. If a charmed creature enters your Aura, the effect is suspended while it remains within your Aura.
Purity of Spirit
15th-level Oath of Devotion feature
The purity of your devotion to the good of others protects you from powerful outside influences. You are always under the effects of a protection from evil & good spell.
Avatar of Devotion
20th-level Oath of Devotion feature
As a bonus action, you can transform into an avatar of divine righteousness. While transformed you gain the benefits here:
- You manifest angelic wings, gaining a 60-foot flying speed.
- Any melee weapon you hold becomes a Sacred Weapon.
- You radiate bright sunlight within your Aura of Protection.
This transformation lasts for 1 minute and ends early if you become unconscious. Once you transform, you must finish a long rest before you can do so again. When you have no uses left you can expend a 5th-level spell slot to transform again.
Oath of Vengeance
Known as avengers or dark knights, Paladins who swear this Sacred Oath often do so out of a desire for revenge. Whether they wish to destroy a single creature who wronged them, or fight against a corrupt organization that abuses the innocent, they dedicate their life to the destruction of their Sworn Foe.
Tenets of Vengeance
1st-level Oath of Vengeance feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Vengeance uphold the Tenets below:
- Destroy Evil. Combat your Sworn Foes at every opportunity. Fight the greater evil.
- No Mercy. No mercy for your Sworn Foes. Defeat evil by any means necessary.
- Restitution. Make restitution for the evil of your Sworn Foes and other evildoers.
Sworn Foe
1st-level Oath of Vengeance feature
You have taken a Sacred Oath to destroy your Sworn Foe by any means necessary. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves' guild or a demonic cult) to be your Sworn Foe.
As an action on your turn, you can expend 1 Divine Fervor to infuse yourself with the power of your Sacred Oath. For 1 hour, you can add your Charisma modifier (minimum of +1) to all ability checks made to track or recall knowledge about Sworn Foes, and all your attack rolls against Sworn Foes.
If your Sworn Foe is completely eradicated, or when you gain a Paladin level, you can perform a 24-hour ritual where you swear your Oath anew and designate a new Sworn Foe.
Vengeance Spells
2nd-level Oath of Vengeance feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Paladin Level Spells
- 2nd: bane, compelled duel
- 5th: hold person, misty step
- 9th: haste, nondetection
- 13th: banishment, dimension door
- 17th: far step, hold monster
Vow of Enmity
3rd-level Oath of Vengeance feature
You mark evildoers for judgment. As a bonus action, you can expend 1 Divine Fervor and proclaim a Vow of Enmity at one creature you can see within 10 feet. For 1 minute or until it is slain, you have advantage on all attack rolls against it.
If the creature is also a Sworn Foe, it has disadvantage on all attack rolls against creatures other than you for 1 minute.
Only one creature can be under your Vow of Enmity at a time. Using this feature on another creature ends the effect of this vow for the previous creature.
Vengeful Smite
3rd-level Oath of Vengeance feature
When you use Divine Smite, you can expend 1 Divine Fervor to infuse your strike with your wrath. After the damage of the attack, your target must make a Wisdom saving throw. On a failure, it is frightened of you and its speed is reduced to 0 for 1 minute. The effect ends early if the creature takes damage.
Sworn Foes and the creature marked by your Vow of Enmity have disadvantage on this saving throw.
Aura of Vengeance
7th-level Oath of Vengeance feature
Your hatred for your foes emanates as a shield for your allies. When a creature under your Aura of Protection is forced to make an ability check or saving throw by your Sworn Foe or the creature marked by your Vow of Enmity, they gain a bonus to that ability check or saving throw equal to 1d6.
Relentless Avenger
15th-level Oath of Vengeance feature
Your supernatural hatred helps you menace your sworn enemies. When your Sworn Foe or the creature marked by your Vow of Enmity attacks or forces a creature other than you to make a saving throw, you can use your reaction to move up to your speed toward the attacker and make a single melee attack against it.
If you are hit by an opportunity attack as part of this movement, your attack roll has advantage.
Avatar of Vengeance
20th-level Oath of Vengeance feature
As a bonus action on your turn, you can transform into an avatar of divine judgment. While you are transformed you gain the following benefits for up to 1 minute:
- You cast misty step on each of your turns at will, without expending a spell slot. If you reappear within 5 feet of a creature, you can make a melee weapon attack against it.
- You have advantage on attack rolls against Sworn Foes.
- Once per turn, when you make a weapon attack roll with advantage, you can forgo advantage on your attack roll to make one additional weapon attack against that creature.
This transformation lasts for 1 minute and ends early if you become unconscious. Once you transform, you must finish a long rest before you can do so again. When you have no uses left you can expend a 5th-level spell slot to transform again.
The Oathless
Oathless are Paladins who abandon their divinely appointed Sacred Oath for reasons other than evil but still retain some of their power. They wander as lost warriors, often becoming bandits or mercenaries. Some quest for a purpose, looking to renew their Oath, but many of the Oathless fall into despair.
Across all peoples and cultures, those who break Oaths, especially Paladins, are viewed with distrust. In cultures that place a high value on honor, Oathless are met with violence.
Shattered Oath
1st-level Oathless Paladin feature
The shattered power of your broken Oath radiates from you. Whenever you make an ability check to convince any creature to trust you or to enter into a deal or agreement of any kind, you subtract your Paladin level from your roll. This effect can manifest in many ways, causing creatures to distrust you.
Treacherous Mark
1st-level Oathless Paladin feature
You have no qualms fighting without honor or ignoring the rules of war. When you hit a creature with a melee weapon attack and there is another hostile creature within 5 feet of your target, you can expend 1 Divine Fervor to mark it.
Whenever you damage this marked target with a weapon attack, including the attack used to mark it, you can add your Charisma modifier (minimum of +1) to your damage roll.
Oathless Spells
2nd-level Oathless Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Paladin Level Spells
- 2nd: charm person, false life
- 5th: invisibility, suggestion
- 9th: gaseous form, vampiric touch
- 13th: charm monster, greater invisibility
- 17th: dominate person, passwall
Draining Smite
3rd-level Oathless Paladin feature
When you use Divine Smite, you can expend 1 Divine Fervor to infuse this strike with your self-serving power. The bonus damage of this Divine Smite becomes necrotic, and you gain temporary hit points equal to half the necrotic damage dealt.
Illusory Escape
3rd-level Oathless Paladin feature
Your fervent devotion to yourself above all else allows you to escape harm. When you take damage from a source you can
see, you can use your reaction to expend 1 Divine Fervor, become invisible, and move up to your speed. You remain invisible until the start of your next turn, or until you attack or force a creature to make a saving throw.
Aura of Deception
7th-level Oathless Paladin feature
You have no qualms securing your safety at the expense of others. When you use Illusory Escape, you can force a creature of your choice within your Aura of Protection to make a Charisma saving throw. On a failure, you and the creature instantly switch places, and it takes the triggering damage in your place. You then gain the normal benefits of Illusory Escape starting from the space that you reappear in.
Forceful Will
15th-level Oathless Paladin feature
You use your presence to dominate instead of aiding others. When you force a creature within your Aura of Protection to
make a saving throw to resist the effects of an enchantment spell, it has disadvantage on its initial saving throw.
Avatar of Dishonor
20th-level Oathless Paladin feature
As a bonus action, you can focus your self-serving power to become a gray shade of the righteous Paladin you could have been, gaining the following benefits for the next minute:
- You become invisible as if by the greater invisibility spell.
- You can take the Dash or Hide action as a bonus action.
- When a creature misses you with a melee attack, you can force it to repeat its attack against another creature of your choice within the normal range of that attack.
This transformation ends early if you become unconscious or you use a bonus action to end it. Once you transform, you must finish a long rest before you can do so again. If you have no uses, you can expend a 5th-level spell slot to use it again.
Blackguard
Paladins who swear this dark vow devote themselves fully to the advance of evil. Whether they are in league with powerful fiends and undead or work alone, Blackguards are known for their cruelty, hatred of all things beautiful, and willingness to sacrifice anything or anyone to achieve their sinister goals.
Blackguard Paladins are always of an evil alignment, and acting otherwise is the same as violating their Sacred Oath.
Dark Apostle
1st-level Blackguard Paladin feature
You learn to speak, read, and write either Abyssal or Infernal, and you have advantage on Charisma checks to interact with fiends, undead, and other creatures of extraplanar evil.
Also, when you hit a hostile creature with a melee weapon attack, you can expend 1 Divine Fervor to gain temporary hit points equal to your Charisma modifier (minimum of 1).
Blackguard
Spells
2nd-level Blackguard Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Paladin Level Spells
- 2nd: cause fear, hellish rebuke
- 5th: blindness/deafness, shadow blade
- 9th: animate dead, bestow curse
- 13th: accursed touch, shadow of moil
- 17th: contagion, infernal calling
Dreadful Smite
3rd-level Blackguard Paladin feature
When you use Divine Smite, you can expend 1 Divine Fervor to infuse this strike with your hatred. After the damage of the attack, your target and creatures of your choice within 30 feet of it must make a Wisdom saving throw. On a failure, they are frightened of you for 1 minute. However, if a frightened target ends its turn more than 30 feet away from you, it can repeat this Wisdom saving throw, ending the effect on a success.
Marshal of Darkness
3rd-level Blackguard Paladin feature
As an action, you can expend 1 Divine Fervor and focus your will at one fiend or undead you can see within 30 feet, forcing it to make a Charisma saving throw. On a failure, the creature must obey your commands for the next 24 hours, or until you use this feature on another target.
This feature has no effect on fiends and undead who have a Challenge Rating equal to or greater than your Paladin level.
Aura of Hate
7th-level Blackguard Paladin feature
Your hatred for all things beautiful and good empowers the forces of darkness. Any fiend or undead under your Aura of Protection can add your Charisma modifier (minimum of +1) to any melee spell or weapon damage roll it makes.
Sinister Resilience
15th-level Blackguard Paladin feature
You have become so suffused with dark power that you have begun to resemble the sinister creatures of the lower planes. You gain resistance to necrotic damage, and all nonmagical bludgeoning, piercing, and slashing damage.
You also no longer need to eat, drink, or breathe, and for every 10 years that pass you only age 1 year. However, you now count as an undead in addition to your creature type.
Avatar of Hate
20th-level Blackguard Paladin feature
As a bonus action, you can transform into an avatar of divine hatred. While transformed you gain the following benefits:
- Any bright light within 30 feet of you becomes dim light.
- When you deal necrotic damage to a creature you gain temporary hit points equal to half the damage dealt.
- When a creature frightened of you starts its turn within your Aura of Protection it takes 4d10 necrotic damage.
- As a bonus action, you can force one creature within your Aura of Protection to make a Charisma saving throw. On a failed save, the creature takes 4d10 necrotic damage.
Oath of Ash
Paladins who vow the Oath of Ash seek to preserve the longevity of civilization, dedicating every resource at their disposal to securing future prosperity. Paladins sworn to this oath believe that progress is not automatic nor inevitable, but a journey where each step demands sacrifice, struggle, and suffering. To them, only those with unbreakable focus and determination can wield the brilliant torch of progress. These paladins achieve this by cauterizing the detrimental aspects of civilization with their calamitous power, purging it of its imperfections. The salvation they seek is the knowledge that their labors will help bring about a new dawn for civilization.
Tenets of Ash
1st-level Oath of Ash feature
The tenets of the Oath of Ash represent the core principles of a philosophy intended to keep civilization in check. Paladins who take this oath tend to view the lives of others as a means to an end, subscribing to these rules as guidelines for growth.
- Don't Fear the Light. Fan the flames of progress that separate man from beast. Without the radiance of innovation, the halls of progress cannot be navigated.
- Fire Knows No Mercy. Know that sacrifice is a natural part of the cycle and cannot be avoided. Don't let your emotions cloud your judgment. If the greater good can only be achieved by feeding the flames the fuel of life, so be it.
- From Ashes Come Life. The most fertile lands were built by the fires of volcanoes. At times, destruction is necessary to spark the birth of life anew. Don't hesitate to become its actor.
Pyroclastic Tide
1st-level Oath of Ash feature
You can erupt into a roaring flood of magma and ash, becoming an unstoppable force of nature. As an action, you can expend 1 Divine Fervor and assume a pyroclastic form for the rest of your turn. While in this form, you ignore all difficult terrain, can enter and occupy the space of another creature, and are under the effect of the dash and disengage actions. You can also pass through small holes, narrow openings, and even mere cracks. When you move, you create 5-foot squares of difficult terrain under you and any creature in your path must make a Dexterity saving throw. If it fails, it is shoved and takes a number of d6 equal to your proficiency bonus in fire damage on a failed save, or half as much damage on a successful one. You ignore difficult terrain created by this effect.
Any creature killed by this feature becomes a statuesque cast of ashy, white stone, frozen in place with lifelike detail.
Ash Spells
2nd-level Oath of Ash feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.
Paladin Level Spells
- 2nd: burning hands, earth tremor
- 5th: heat metal, maximilian’s earthen grasp
- 9th: erupting earth, melf's minute meteors
- 13th: stoneskin, wall of fire
- 17th: transmute rock, wall of stone
Igneous Coliseum
3rd-level Oath of Ash feature
You can manipulate the earth as if it were fluid. As a bonus action or a reaction to you or an ally being forced to make a saving throw, you can expend 2 Divine Fervor to cause a up to 20-foot radius circle of ground centered around you or an ally within 30 feet to sink or rise (your choice) up to a height equal to 10 times your proficiency bonus in feet. This effect must be maintained with Concentration for up to 10 minutes. When it ends, the ground rumbles as it shifts into its original position, creating difficult terrain at the edge of the effect's radius. You ignore difficult terrain created by this effect.
If the radius cuts through a creature's space, the creature is shifted to one side of the radius (your choice). If a creature would be enclosed completely in the radius, that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the radius.
Cataclysmic Smite
3rd-level Oath of Ash feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with devastating power. After the damage of the attack, your target must make a Dexterity saving throw. On a failed save, it is blasted with 1d6 fire + 1d6 Bludgeoning damage in a eruption. all creatures within 5 feet of the the traget must also make a dexterity save or be hit.
The after effects of the attack leaves behind a small volcano that cause 2d6 fire damage in a 5 feet radius around it for the next minute that you are immune to.
Aura of the Epicenter
7th-level Oath of Ash feature
Starting at 7th level. the ground beneath you boils from your very presence. Hostile creatures within 10 feet of you treat the ground as difficult terrain and take fire damage equal to your Charisma modifier (minimum of 1) for every 10 feet they move within the range of your scorching aura. You can choose to suppress this aura at will.
At 18th level, the range of this aura increases to 30 feet.
Mantle Crusher
15th-level Oath of Ash feature
Starting at 15th level, your being is infused with raw primordial energy, your heartbeat generating seismic waves that ripple throughout your body. Whenever a creature hits you with an attack, the ground shakes as you absorb the impact of the strike, and you can use your reaction to force creatures of your choice within 10 feet of you to make a Dexterity saving throw against your spell save DC. If it fails, it is knocked prone and takes bludgeoning damage equal to half your paladin level.
Tectonic Saint
20th-level Oath of Ash feature
At 20th level, you become attuned to the earth and its eternal rhythm. As an action, you can become fueled by the earth's ancient core, gaining the following benefits for 1 minute:
- A veil of smoky ash cloaks you from hostile sight, creating an aura of soot that radiates 30 feet from you. The first time any hostile creature enters the smoke or starts its turn there during a battle, the creature must succeed on a Constitution saving throw against your spell save DC or become blinded until the start of their next turn.
- You and allied creatures within the ashy aura gain resistance to fire damage and ignore the difficult terrain you create. Hostile creatures lose resistance to fire damage and those with immunity to fire damage are treated as if they had resistance to fire damage instead.
- Whenever you are to take fire damage, you instead gain temporary hit points equal to half of the damage.
- When you move 0 feet on your turn, the ground around you melts into lava, transmuting into a 15-foot square of difficult terrain. Each tile of lava deals damage equal to half your paladin level in fire damage to any creature that enters it for the first time or ends its turn there. The area cools down and returns to normal terrain after 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of Beauty
Paladins who swear the Oath of Beauty hold themselves to a standard of excellence and strive to be gleaming beacons of beauty. Some use the power of their graceful visage to inspire the downtrodden. Others become obsessed with their elegant appearance and use the power of their Oath to manipulate, deceive, and intimidate those they see as beneath them.
Tenets of Beauty
1st-level Oath of Beauty feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Beauty uphold the following Tenets:
- Grace. Act with quiet dignity in combat, in your leisurely pursuits, and in public.
- Perfection. Always strive to improve yourself, both in combat skill and societal standing
- Reputation. Hold yourself to the highest societal standard. Your reputation is everything.
Otherworldly Elegance
1st-level Oath of Beauty feature
As an action, you touch your holy symbol and enhance your appearance with divine glamour. You can expend 1 Divine Fervor and for 1 hour, whenever you make a Charisma (Deception) or a Charisma (Persuasion) check, you treat a roll of 9 or lower on the d20 as a 10.
Beauty Spells
2nd-level Oath of Beauty feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.
Paladin Level Spells
- 2nd: charm person, disguise self
- 5th: enthrall, suggestion
- 9th: fear, hypnotic pattern
- 13th: charm monster, compulsion
- 17th: dominate person, seeming
Quell the Defiler
3rd-level Oath of Beauty feature
When a creature you can see within 30 feet attacks you, you can spend 2 divine fervour and use a reaction to force it to make a Wisdom saving throw. On a failure, its attack misses, and it is charmed by you until the end of your next turn, or until you attack the creature.
Wonderus Smite
3rd-level Oath of Beauty feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with Radiance. After the damage of the attack, your target must make a Wisdom saving throw. On a failed save, it is Charmed by you for 1 minute. While Charmed, it must do everything it can to help as much as possible, they cannot hurt themelves.
This effect ends early if the creature takes any damage.
Creatures that have a Charisma lower your Paladin save DC have disadvantage.
Aura of Elegance
7th-level Oath of Beauty feature
Your elegant visage bend others to your whims. Creatures of your choice within your Aura of Protection have disadvantage on saving throws against your illusion or enchantment spells.
You also have advantage on any Charisma (Deception) and Charisma (Persuasion) check you make against any creature within that same range, so long as you are not fighting it.
Beauty Revealed
15th-level Oath of Beauty feature
Your true beauty is terrible for your enemies to behold. When you are hit by an attack, you can use a reaction to reveal your true beauty, adding your Charisma modifier (minimum of +1) to your Armor Class against the triggering attack.
You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Paragon of Beauty
20th-level Oath of Beauty feature
You can use a bonus action on your turn to reveal the fullness of the divine beauty that dwells within your mortal form. For the next minute, you gain the benefits listed below:
- You are immune to the charmed condition.
- When you hit a creature with a weapon attack you deal additional damage equal to your Charisma modifier.
- You can cast charm person as a 1st-level spell as a bonus action on each turn, including the turn that you activate this transformation, without expending a spell slot.
Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of the Blade
Paladins who swear the Oath of the Blade dedicate their lives to becoming masters of combat. Often given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war. Some serve as mercenaries, and others as guardians or bodyguards. However, no matter their station Paladins of the Blade always look to test their martial skills.
Tenets of the Blade
1st-level Oath of the Blade feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Blade uphold the following Tenets:
- Fair Play. True warriors will always level the playing field for a fair fight.
- Respect. All fellow warriors deserve your respect, even the most bitter of your foes.
Blade of Faith
1st-level Oath of the Blade feature
You can embue your blade with almighty power that is unmatched. You can spend 1 Divine Fervour and until the end of your turn, weapon attacks deal an extra 3d8 of your weapons damage, this damage counts as magical for the sake of resistances and immunites.
Martial Superiority
2nd-level Oath of the Blade feature
You have honed your martial skill, gaining the benefits below:
Maneuvers. You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Archetype in the Player's Handbook. You can use only one Maneuver per attack. Each time you gain a Paladin level you can replace a Maneuver you know with another Maneuver of your choice.
Superiority Dice. You gain three Superiority Dice, which start as d6s. To use one of your Maneuvers you must expend a Superiority Die. You regain all of your expended Superiority Dice each time you finish a short or long rest.
Saving Throws. Some of your Maneuvers may require the target to make a saving throw to resist its effects. The saving throw DC for your Maneuvers is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Sacred Duel
3rd-level Oath of the Blade feature
As a bonus action, you can spend 2 divine fervour and hold up your holy symbol to begin a Sacred Duel between you and another creature that agrees to the duel within 30 feet of you, designating you as duelists for 1 minute, or until one of you becomes unconscious.
Duelists are resistant to all damage from creatures, except for the other duelist. However, you can only target each other with attacks, spells, and features during this Sacred Duel.
Masterful Smite
3rd-level Oath of the Blade feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with masterful prowess. As a part of your Divine smite you can use a maneuver without spending a Superiority Dice. If your Maneuver does addtional damage you may choose to change it to your divine smites damage instead.
Masterful Technique
7th-level Oath of the Blade feature
Your skill with the weapons of war has grown. You gain one additional Superiority Die, and your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice.
When you reach 18th level in this class you gain another Superiority Die (for a total of five), and your Superiority Dice become d10s. You also learn two additional Maneuvers.
Skillful Counter
15th-level Oath of the Blade feature
When a creature you can see hits you with a melee attack, you can use a reaction to make one melee attack against it with advantage.
Warrior of Legend
20th-level Oath of the Blade feature
You can use a bonus action on your turn to enter a battle trance that enhances your combat skills to legendary levels. For 1 minute, or until you are incapacitated, you can use one Maneuver you know as part of each melee weapon attack you make without expending a Superiority Die. If the Maneuver requires a Superiority Die roll, you use a d6 in its place.
Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Additionally you may make an extra attck whenever you take the attack action on your turn.
Oath of the Corsair
Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most Paladins follow the law of the land or the tenets of a deity, Corsairs follow only laws they have personally agreed to. No matter their philosophy, Corsairs are all fiercely loyal.
Tenets of the Corsair
1st-level Oath of the Corsair feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Corsair uphold the Tenets below:
- Bravery. To be a coward is a fate worse than death. Live so others will sing of your deeds. Defend those who defend themselves.
- Freedom. Mortal creatures are meant to be free. No one should have to follow rules they did not agree to or have a voice in creating.
- Loyalty. Stay true to those who are loyal to you. Reward loyalty with glory and treasure. Traitors deserve ruthless judgment.
All Hands on Deck
1st-level Oath of the Corsair feature
As a bonus action, you hold aloft your holy symbol and bellow an order to your allies. You can spend 1 Divine Fervour and a number of creatures of your choice (up to your Charisma modifier) within 30 feet that can see or hear you can use their reaction to move up to their full speed. This movement does not provoke opportunity attacks.
Corsair Spells
2nd-level Oath of the Corsair feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.
Paladin Level Spells
- 2nd: fog cloud, zephyr strike
- 5th: arcane lock, warding wind
- 9th: thunder step, tidal wave
- 13th: control water, storm sphere
- 17th: control winds, maelstrom
Wrath of the Sea
3rd-level Oath of the Corsair feature
You can spend 2 Divine Fervor and speak aloud a prayer to the seas to invoke this power as part of your attack. When you do so, all the damage dealt by your attack changes to either cold, lightning, or thunder damage (your choice), and you can treat all rolls of 1 or 2 on any of the damage dice that you roll as part of that attack as a 3.
Broadside Smite
3rd-level Oath of the Corsair feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with the power of your crew. After the damage of the attack, your target and creatures of your choice within 30 feet of it must make a Dexterity saving throw. On a failure, they are hit by cannon fire that deals your Proficency Bonus + Your Charisma modifier of Fire or Bludgeoning damage. Creatures take half this damage if they succeed on the dexterity saving throw.
Aura of Gallantry
7th-level Oath of the Corsair feature
Your presence inspires your allies to stand strong in the face of danger. You and creatures of of your choice that are within your Aura of Protection have advantage on any saving throw or ability check they make to resist being grappled, knocked prone, or otherwise moved against their will.
Fury of the Seas
15th-level Oath of the Corsair feature
Those who dare strike you are punished for their mutinous actions. When a creature you can see hits you with a melee attack, it takes your choice of either cold, lighting, or thunder damage equal to your Charisma modifier (minimum of 1).
Grand Captain
20th-level Oath of the Corsair feature
You are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:
- You are immune to cold, lightning, and thunder damage.
- Your AC goes up by 2.
- You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.
- Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your Paladin Spell save DC or be knocked prone.
Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of the Directive
At the center of the Oath of the Directive is this principle: heroes are made, not born. Paladins that bear this oath are
called mechaknights and android masters, and they live up to the name. Some are visibly mechanical marvels, pistons primed and forged together. Others are more akin to miracles, wrought in perfect similitude to life itself excepting a clockwork heart or a brain of gears and parchment code. They are built for a variety of purposes, but all are unified by both their make and manner: artificial life dedicated to fulfilling the righteous directives assigned by their creators.
Tenets of the Directive
1st-level Oath of the Directive feature
The tenets of the Directive, also known as the Automaton Principles, are central to the code of every android master. The tenets are listed in descending order of importance, demonstrating which are prioritized if ever they conflict.
- True to the Maker. I will be loyal to they whom created me and heed their instruction. In their absence, I act in accordance with my understanding of what they would want.
- Fair to the Stranger. I will avoid undue harm to other sentient lifeforms in as much as I am able to do so while still meaningfully pursuing my directive.
- One With My Purpose. I will preserve my own existence according to my ability, unless my loss is necessary to the directive's success. Otherwise, I would doom it to failure.
- Thought to All Conduct. I will be rational and logical in all my conduct. Mistakes are acceptable—for no craft can be perfect—but willful misdeeds are not.
Firewall
1st-level Oath of the Directive feature
When you fail a Wisdom, Intelligence, or Charisma saving throw, you canspend 1 Dvine Fervor to reroll the save, possibly changing the failure to a success.
Directive Spells
2nd-level Oath of the Directive feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.
Paladin Level Spell
- 2nd: shield of faith, thunderwave
- 5th: scorching ray, see invisibility
- 9th: feign death, protection from energy
- 13th: arcane eye, divination
- 17th: antilife shell, wall of force
Overclock
3rd-level Oath of the Directive feature
You can use your use 2 Divine Fervor as a bonus action to accelerate your processing ability beyond your normal limits. For 1 minute, or until you are unconscious, your movement speed increases by a number of feet equal to 5 x your Charisma modifier (minimum of 5 feet), and opportunity attacks targeting you are made at disadvantage. When you use this Channel Divinity option and at the start of each of your turns while under its effect, you gain temporary hit points equal to your Charisma modifier (minimum 1).
Crackling Smite
3rd-level Oath of the Directive feature
The next time you hit a creature with a weapon attack before this spell ends, your weapon seethes with electric arcs, and the attack deals an extra 3d8 lightning damage.
Additionally, the target must succeed on a Constitution saving throw or drop any items or creatures it is holding and fall prone.
Aura of Direction
7th-level Oath of the Directive feature
By 7th level, nothing can keep you and your allies from fulfilling your directive. While you are conscious, the movement speeds of you and friendly creatures within 10 feet of you can't be reduced by magic.
At 18th level, the range of this aura increases to 30 feet.
Machine Learning
15th-level Oath of the Directive feature
Beginning at 15th level, when you miss a creature with a weapon attack, you gain advantage on the next weapon attack you make targeting it within 1 minute.
Also, you only need to train for half as long as normal to learn a new language or gain a new tool proficiency.
True Android
20th-level Oath of the Directive feature
At 20th level, you have perfected all your processes as the archetypal automaton. You can enter an overdrive state as an action, gaining the following benefits for 1 minute:
- Your walking speed increases by 30 feet, and you can't be targeted with opportunity attacks.
- No effect can knock you prone or move you, unless you allow it.
- You are immune to being charmed or stunned.
- When you take the Attack action, you can make one additional attack as part of the action.
- After using this feature, you must finish a long rest before you can do so again.
Oath of the Exorcist
Since the dawn of time, the world has been plagued by the scourge that is undeath. As ancient as this threat itself, exists a brotherhood of Paladins, known as Exorcists, whose divine purpose is to protect the living from the dead. These warriors taint their souls with the foul magic of undeath, giving up any chance of a normal life, to better defend the living world.
Tenets of the Exorcist
1st-level Oath of the Exorcist feature
Though the reason for taking this Oath may vary, all Paladins who swear an Oath of the Exorcist uphold the Tenets below:
- Defend. Life is a precious gift. All life, especially the innocent, must be protected at all costs.
- Destroy. Undead are a cruel mockery of life and must be hunted down and destroyed.
- Focus. Bear no titles or honors, inherit no lands, and have no family or children.
Sinister Insights
1st-level Oath of the Exorcist feature
As an action, you can spend 1 Divine Fervor to grasp your holy symbol to enhance your fortitude. For 1 hour, you have advantage on all ability checks and saving throws related to undead or necromancy magic.
Exorcist Spells
2nd-level Oath of the Exorcist feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.
Paladin Level Spell
- 2nd: protection from evil & good, sanctuary
- 5th: invisibility, see invisibility
- 9th: magic circle, spirit guardians
- 13th: banishment, greater invisibility
- 17th: dispel evil and good, holy weapon
Warrior of the Dawn
3rd-level Oath of the Exorcist feature
As a bonus action, you spend 2 Divine Fervor and you can grasp your holy symbol, choosing a creature within 30 feet. For 1 minute, each time you deal damage to the target, you deal a bonus 1d6 radiant damage.
Purging Smite
3rd-level Oath of the Exorcist feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with Purifing power. After the damage of the attack, your target and each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Spectral Form
7th-level Oath of the Exorcist feature
As a bonus action, you can take on a Spectral Form that lasts until the end of your turn and grants you the benefits below:
- You are resistant to bludgeoning, piercing, and slashing damage from non-magical or non-silvered attacks.
- You can move through solid objects and creatures as if they were difficult terrain.
- If you end your movement in an object or creature, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you traveled.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses of this feature remaining, you can expend a spell slot of 2nd-level or higher to use Spectral Form again.
At 18th level, you can use this feature as a bonus action on each of your turns without expending a resource.
Sundering Strike
15th-level Oath of the Exorcist feature
Your holy light scours the souls of your foes. Whenever you deal radiant damage to a creature, it cannot regain hit points or become incorporeal until the beginning of your next turn.
Sacrificial Offering
20th-level Oath of the Exorcist feature
You can sacrifice your vitality to resist the grasp of death. When you fall to 0 hit points but are not killed outright, you can spend one of your Hit Dice to drop to 1 hit point instead.
Oath of the Forge
Paladins who swear this Sacred Oath are often craftsmen in some sense of the word. Whether they are artisans working over the forge, or activists working to build a better society, all Forge Paladins work toward progress and order in their chosen craft. For some of these Paladins, may even hold this Sacred Oath fulfilled if they achieve perfection in their craft.
Tenets of the Forge
1st-level Oath of the Forge feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Forge uphold the Tenets below:
- Order. Create order from disorder, whether by crafting raw material into works of artistry, or people into community.
- Perfection. Always strive for perfection in your chosen craft. The quest for perfection does not end while you draw breath.
- Progress. It is your duty to pass your knowledge on to the next generation, and ensure that they will surpass even you.
Ironworks
1st-level Oath of the Forge feature
As an action, you can spend 1 Divine Fervor and you can touch your holy symbol to a Medium or smaller metal object and instantly transfigure it into a shape of your choosing. To use this Channel Divinity to transfigure the metal into a work that would require skill or training, you must be proficient in the relevant set of artisan's tools.
Forge Spells
2nd-level Oath of the Forge feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: identify, searing smite
- 5th: heat metal, magic weapon
- 9th: elemental weapon, protection from energy
- 13th: fabricate, wall of fire
- 17th: animate objects, creation
Hammer Strike
3rd-level Oath of the Forge feature
As an action, You can spend 2 Divine Fervor and call upon the hammer of the divine forge to reshape the world and drive back youir foes. Each creature in a 20 ft cube centered in front of you must make a Strength saving thorw. A creature takes d10 + your Charisma modifier bludgeoning damage and is pushed back 20 feet and knocked prone on a failed save, or half as much damage on a successful one. The damage increases to 2d10 at 7th level and 3d10 at 15th level.
Molten Smite
3rd-level Oath of the Forge feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with Molten power. Your Divine Smite's damage becomes fire and you roll d10s in place of the d8s for that damage. After the damage of the attack the creatures AC is reduced by half your Charisma modifer (Minimum of 1) for 1 minute.
Aura of Iron
7th-level Oath of the Forge feature
The power of your Oath imbues metal weapons and armor of your choice within your Aura of Protection with masterful quality. Armor grants its wearer a +1 bonus to Armor Class, and mundane weapons count as magical weapons.
Unyielding Steel
15th-level Oath of the Forge feature
Your armor is infused with the conviction of your Oath. Once per turn when you take damage, you can use your reaction to halve the amount of damage that you would
take, so long as you are wearing heavy armor.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a short or long rest.
Champion of the Forge
20th-level Oath of the Forge feature
As a bonus action, you can transform into an avatar of forge and fire. While transformed in this way, you gain the benefits listed below:
- Aura of Iron grants allied creatures resistance to all bludgeoning, piercing, and slashing damage.
- You can use your Unyielding Steel reaction on each of your turns without expending a use of the feature.
- When you deal fire damage you ignore resistance to fire damage and treat fire immunity as resistance.
This transformation lasts for 1 minute, but it ends if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again. When you have no uses of this feature left, you can expend a spell slot of 5th-level to use this transformation again.
Oath of Honor
Paladins of the Oath of Honor have sworn to be martial forces of integrity, respect and rectitude, embodying the values of divinities such as Týr, god of war and justice. Putting their lives on the lines first and foremost, they tip the scales of battle, facing threats head on and never wavering. Under the Oath of Honor, paladins challenge their enemies with exemplar valor and unyielding belief, keeping them cornered and neutralized even at the expense of their own body. They fight knowing that their deeds are witnessed by the mightiest warriors of Valhalla: the Valkyries.
Tenets of Honor
1st-level Oath of Honor feature
The Oath of Honor demands its paladins to be examples of integrity in both their lives and their fighting.
- Helm the Roundtable. Verbal fights are as honorable as physical ones. Respect the right to parley and make sure everyone has their say.
- Keep your Word. The honorable never compromise on their vows. Keep your hand in the wolf's jaws, even when you know you are going to lose it.
- Live in Abnegation. Offer your body to pursue virtue. Face threats head on, so that others won't have to. This way, one day you will fight among the Einherjar.
Detain the Offender
1st-level Oath of Honor feature
If you would become blinded, deafened, frightened, paralyzed, poisoned, restrained or stunned as a result of an effect or spell that a creature that you can see cast on you, you can take a reaction and 1 Divine Fervor That creature is restrained as long as you are affected by that condition.
Oath spells
2nd-level Oath of Honor feature
You gain oath spells at the paladin levels listed in the Oath of Honor Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level Spells
- 2nd: duel, heroism
- 5th: calm emotions, zone of truth
- 9th: beacon of hope, magic circle
- 13th: banishment, death ward
- 17th: circle of power, dispel evil and good
Unflinching Prowess
3rd-level Oath of Honor feature
As a bonus action, you can spend 2 Divine Fervor to heighten your combat skills when you are fighting against the odds. For 1 minute, when you make an attack against a creature, if you have more than one hostile creature within 5 feet of you, you have advantage on the attack roll. You only need to have one creature within 5 feet of you to gain this benefit if that creature is at least two sizes larger than you.
Immobilizing Strike
3rd-level Oath of Honor feature
The next time you hit a creature with a weapon attack before the spell ends, your weapon flashes with an Purifying light. The attack deals an extra 2d6 Radiant damage, and the target must make a Charisma saving throw. If it fails, it it paralyzed until the end of its next turn becasue its spirt leaves its body.
Mark of the War God
7th-level Oath of Honor feature
You fight your enemies head on, never backing down and enduring their worst, so that your allies can strike at the openings you create. When you hit a creature with your Divine Smite, you can mark that creature with the Tiwaz rune for 1 minute. As long as the creature is marked, if they willingly move, you can move the same amount of feet, up to your movement speed.
Additionally, if the marked creature hits you with an attack, you can use your reaction to choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack against the marked creature. This effect ends early if you willingly move away from the marked creature, if the creature becomes unconscious or if you use this feature on another creature.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
In the Jaws of the Wolf
15th-level Oath of Honor feature
When the wolf finally bites you, he finds a thicker skin than expected. You have resistance against damage you take from creatures marked by your Mark of the War God feature.
Ride of the Valkyries
20th-level Oath of Honor feature
Valkyries have long witnessed your deeds, and they now deem you worthy of fighting alongside them. As a bonus action, you can call upon a cavalcade of winged spirits to surround you, gaining the following benefits for 1 minute:
- You gain a flying speed equal to your movement speed, as the spiritual valkyries carry you on the battlefield.
- You are immune to the charmed condition. If a creature attempts to charm or frighten you, you can use your reaction and cause them to make a Charisma saving throw against your spell save DC. On a failed save, they are restrained until the start of their next turn.
- When you take the Attack action on your turn, you can use a bonus action to make a weapon attack, guided by the fury of the spiritual valkyries.
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 Inquisition
Truth. All dedicated Paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Above all, they despise creatures who hide their true form. Fiend, celestial, or fey; it matters not to the Inquisitor Paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited its life.
Tenets of Inquisition
1st-level Oath of Inquisition feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Inquisition uphold the Tenets below:
- Truth. Do whatever it takes to bring the truth to light. Those who obscure the truth deserve harsh punishment.
- Immutability. All creatures have a natural form. Any who seek to physically alter or obscure their true form cannot be trusted.
- Retribution. Enforce punishments that fit the crime. A thief may lose their hand, but an oathbreaker may forfeit their life.
Divine Interrogation
1st-level Oath of Inquisition feature
As an action, You spend 1 Divine Fervor and you grasp your holy symbol and recite a prayer of truth. One creature of your choice that can see or hear you within 10 feet must succeed on a Charisma saving throw, or you learn its true name, and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
Inquisition Spells
2nd-level Oath of Inquisition feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: charm person, command
- 5th: moonbeam, zone of truth
- 9th: clairvoyance, magic circle
- 13th: arcane eye, charm monster
- 17th: legend lore, scrying
Surprise Inquisition
3rd-level Oath of Inquisition feature
When you roll initiative, so long as you are not surprised or incapacitated, you can use a reaction to spend 2 Divine fervor and hold aloft your holy symbol and force up to three creatures who can see, hear, and understand the language you are speaking to make a Wisdom saving throw. On a failed save, they are surprised.
Inquisitive Smite
3rd-level Oath of Inquisition feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with the power of the truth. After the damage of the attack the creature must make a Wisdom saving throw or be under the effects of the Detect Thoughts spell. Additionally after the interrogation you gain advantage on your next attack against this creature for 1 minute.
Aura of Truth
7th-level Oath of Inquisition feature
Your mere presence unravels lies and deception. Creatures of your choice within your Aura of Protection have disadvantage on Charisma (Deception) checks and advantage on Wisdom (Insight) checks. You can impose these effects independently.
Iron Will
15th-level Oath of Inquisition feature
You have honed your mind to resist any effects that would obscure the truth for you. You are immune to the charmed condition and the effects of enchantment spells.
Grand Inquisitor
20th-level Oath of Inquisition feature
As a bonus action, you can transform into an Avatar of divine truth and law, gaining the benefits below for the next minute:
- You gain truesight out to a 120-foot radius.
- You instantly know if a creature is lying to you.
- Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.
Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of Liberty
The Oath of Liberty calls Paladins to use their power to stand with the oppressed against tyranny. It is not enough to enact justice but to see that justice is fairly applied to all. Paladins of Liberty are often despised by those who have seized power through nefarious means. Seen as threats to the established order, Paladins who swear this Oath are often persecuted.
Tenets of Liberty
1st-level Oath of Liberty feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Liberty uphold the following Tenets:
- Equality. Birth, wealth, and status do not matter. Treat everyone you meet equally regardless of status or influence.
- Equity. All people should have access to basic needs, regardless of birth, status, or wealth.
- Freedom. Bring freedom to the oppressed and justice to the oppressor.
Admonish the Tyrannical
1st-level Oath of Liberty feature
When a creature you can see within 30 feet deals damage to another creature, you can spend 1 Divine fervor and you can use your reaction to rebuke it. For 1 minute, or until you lose concentration, that creature has disadvantage on any attack roll that doesn't target you.
Liberty Spells
2nd-level Oath of Liberty feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: heroism, shield of faith
- 5th: prayer of healing, warding bond
- 9th: life transference, revivify
- 13th: aura of purity, freedom of movement
- 17th: mass cure wounds, skill empowerment
Shield the Meek
3rd-level Oath of Liberty feature
When a creature you can see within 30 feet is hit by an attack you can use your reaction to spend 2 Divine Fervor to grasp your holy symbol and add your Charisma modifier (minimum of +1) to its Armor Class against the attack, possibly turning a hit into a miss.
Liberating Smite
3rd-level Oath of Liberty feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with the power of resounding freedom. After the damage of the attack, You and up to up to your Charisma Modifier + 1 (Minimum of 1) creatures have their speed doubled and do not impose oppurtunity attacks until the end of your next turn.
Aura of Solidarity
7th-level Oath of Liberty feature
The strength of your convictions protects those who stand alongside you. Whenever an allied creature within your Aura of Protection takes damage, it can reduce the damage by an amount equal to your Charisma modifier (minimum of 1).
Liberator
15th-level Oath of Liberty feature
Your presence is a guiding light for those you defend. As a bonus action on each of your turns, you can allow one creature in your Aura of Protection to repeat a saving
throw to end one hostile effect currently affecting it.
Shield of Freedom
20th-level Oath of Liberty feature
As a bonus action, you can transform into an Avatar of divine Liberty, gaining the following benefits for the next minute:
- You gain a flying speed equal to your walking speed.
- Once per turn when you deal damage to a creature, you can choose one creature (other than yourself) within your Aura of Protection to regain a number of hit points equal
- to half the damage you just dealt.
- You can use your Shield the Meek Channel Divinity as a reaction on each of your turns, without expending a use of your Channel Divinity feature.
Once you use this feature, you must finish a long rest before you can use it again. You can expend a 5th-level spell slot to transform again.
Oath of Mysticism
Where most Paladins swear their Oath to a divine cause or ideal, some swear an Oath to themselves, vowing to awaken their own inner power. Known as Mystics, these Paladins spend years in secluded places, unlocking the wondrous psionic power that lies dormant deep within their minds.
Tenets of Mysticism
1st-level Oath of Mysticism feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Mysticism uphold the Tenets below:
- Asceticism. In order to draw out your full potential of you must forgo all attachments.
- Enlightenment. Strive to realize your full potential. Help others discover their true selves.
- Knowledge. Knowledge is the only treasure that can bring deeper enlightenment.
Dreamed Destiny
1st-level Oath of Mysticism feature
When you fail on a saving throw or miss with an attack roll, you can invoke your dream identity using 1 Divine Fervor as a bonus action on your turn; if it is not your turn, you may use this feature as your reaction. When you do, you roll a d6 and add the number rolled to your saving throw or attack roll, which might make you succeed or hit rather than fail or miss. At 10th level, the die becomes a d8. At 15th level, the die becomes a d10. At 18th level, the die becomes a d12.
Mysticism Spells
2nd-level Oath of Mysticism feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: catapult, dissonant whispers
- 5th: detect thoughts, levitate
- 9th: clairvoyance, slow
- 13th: confusion, phantasmal killer
- 17th: telekinesis, wall of force
Psychic Pulse
3rd-level Oath of Mysticism feature
You can spend 1 Divine Fervor to release a wave of mind wracking energy. 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 stunned until the end of your next turn.
Psionic Smite
3rd-level Oath of Mysticism feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with the overwelming knowledge. Your Divine Smite's damage becomes psychic. After the damage of the attack, the creature's speed is halved and it cannot take reactions your next turn.
Aura of Enlightenment
7th-level Oath of Mysticism feature
The wondrous psionic power of your mind can shield your allies from hostile mental effects. Creatures of your choice within your Aura of Protection are resistant to both force
and psychic damage, and have advantage on saving throws to resist being charmed or frightened.
Psionic Rebuke
15th-level Oath of Mysticism feature
Your mind protects you when physical defenses fail. When a creature in your Aura of Protection hits you with an attack it takes psychic damage equal to your Charisma modifier (minimum of 1), so long as you are not incapacitated.
Mystic Ascension
20th-level Oath of Mysticism feature
As a bonus action, you can briefly unleash the full power of your psionic abilities to take on a luminous form, which grants you the benefits below for 1 minute:
- You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
- You gain a flying speed equal to your walking speed.
- You gain immunity to psychic damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.
Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of Prosperity
Not all Paladins pursue lives of virtue or nobility. Some more worldly Paladins swear an Oath of Prosperity and dedicate their lives to amassing great material wealth. Often hailing from the merchant class, or acting in the service of a great dragon, Prosperity paladins value gold over all else. To them, each action, decision, and even each life, has a value in gold.
Tenets of Prosperity
1st-level Oath of Prosperity feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Prosperity uphold the Tenets below:
- Benefit. Before acting, analyze any benefits you may gain, whether in wealth or favors.
- Investment. Every action is an investment that should pay off for you in the future. Debt is a powerful force to wield over another.
- Profit. Never enter a bad deal. Each agreement you take part in must eventually increase your power, influence, or wealth
Distilled Fortune
1st-level Oath of Prosperity feature
As an action, you can touch your holy symbol to a Large or smaller non-magical object that is not worn or carried, transforming it into a Tiny gemstone with the same monetary worth as the item. As an action, you can touch your holy symbol to the gemstone and transform it back into the original object. This costs 1 Divine Fervor
Prosperity Spells
2nd-level Oath of Prosperity feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: alarm, identify
- 5th: arcane lock, locate object
- 9th: glyph of warding, tiny servant
- 13th: fabricate, secret chest
- 17th: animate objects, legend lore
Vault of Prosperity
3rd-level Oath of Prosperity feature
When you cast a Paladin spell that requires a material component with a stated gold cost, you can invoke 2 Divine Fervor to reduce the total cost by an amount of gold equal to 50 times your Paladin level.
Enriching Smite
3rd-level Oath of Prosperity feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with a powerful Tax. After the damage of the attack, the creature's speed is halved and then must make a Constitution saving throw. On a failed save their speed is reduced to zero and they must make the saving throw again of their next turn or become petrified and turn into gold.
Aura of Prosperity
7th-level Oath of Prosperity feature
Your presence increases the value of spells. When creatures of your choice within your Aura of Protection are targeted by a spell that restores hit points or grants temporary hit points, it adds your Charisma modifier (minimum of +1) to the total hit points or the number of temporary hit points it gains.
Fortunate Defense
15th-level Oath of Prosperity feature
You can liquidate your investments to protect you from harm. When you take damage from a creature you can see, you can use your reaction to destroy a gemstone gained from Distilled Fortune and reduce the incoming damage by 1d10 for every 100 gold the Distilled Fortune gemstone is worth.
Golden Guardian
20th-level Oath of Prosperity feature
As a bonus action, you can transform into an avatar of wealth itself, gaining the following benefits for the next minute:
- You gain temporary hit points equal to twice your level.
- As a bonus action, you can grant a creature within 30 feet temporary hit points equal to your Charisma modifier.
- While you or other creatures have temporary hit points from Golden Guardian, you have a golden sheen and are resistant to bludgeoning, piercing, and slashing damage.
Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of Remembrance
Paladins who take this oath have a close relationship with death, and the dead. Often they are people who have lost people dear to them. Paladins of remembrance usually dedicate themselves to the preservation of the past, and to the protection of holy sites such as graveyards. However, some of these paladins see it as their sacred duty to set out and find those souls who are trapped on the material plane as ghosts and shades, to try and bring them peace and lay them to rest. These paladins also learn how to bond gentle spirits and how to call them to their aid in times of need.
Tenets of Remembrance
1st-level Oath of Remembrance feature
The tenets of the Oath of Remembrance are all about secrets.
- Remember. Do not forget the dead.
- Bring Peace. Unquiet spirits must be brought to rest.
Summon spirit
1st-level Oath of Remembrance feature
As a bonus action, you can brandish your holy symbol and call a spirit to aid you in battle by spending 1 Divine Fervor. The spirit appears in an unoccupied space within 30 feet of you. It uses the Bonded Spirit statblock at the end of this subclass, which uses your Proficiency Bonus (PB) in several places. You choose the spirit's appearance. When you summon your spirit, you can choose wether it's an Avenger or a Defender, which determines certain abilities in the Bonded Spirit statblock. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. When you summon the spirit, and as a bonus action on your following turns, you can command it. If you don’t, it takes the Dodge action and uses its movement to avoid danger. The spirit remains for 1 minute or until it is destroyed, after which it fades away.
Remembrance Spells
2nd-level Oath of Remembrance feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: dissonant whispers, unseen servant
- 5th: gentle repose, misty step
- 9th: speak with dead, summon undead
- 13th: dimension door, guardian of faith
- 17th: far step, hallow
Ghostly step
3rd-level Oath of Remembrance feature
As an action, you can teleport up to 60 feet to an unoccupied space you can see. You can also bring a number of willing creatures up to your Charisma modifier with you that are within 5 feet of you when you use this feature.
Silencing Smite
3rd-level Oath of Remembrance feature
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces your opponent’s psyche, and the attack deals an extra 1d6 psychic damage to the target. Additionally, the target must succeed on a Wisdom saving throw or be unable to speak until the spell ends. While the spell lasts, it is impossible for the target to cast a spell that includes a verbal component.
As an action, the creature can make a Wisdom check against your spell save DC to reclaim its voice and end this spell.
Aura of Spirits
7th-level Oath of Remembrance feature
Beginning at 7th level, you can call upon spirits to pull you or your allies partially into the ethereal plane to protect them from harm. Whenever you or a creature within 15 feet of you that you can see takes damage, you can use your reaction to reduce the damage taken by 1d8 + half your paladin level.
At level 18, the range of this feature increases to 30 feet.
True Bond
15th-level Oath of Remembrance feature
At 15th level, your spirit is always with you. Whenever you use your Channel Divinity to summon your Bonded Spirit, the spirit remains until it is destroyed or until you use your Channel Divinity to summon it again. Additionally, your spirit gains resistance to all damage types, and it adds your Charisma modifier to the damage it deals.
Avatar of the Fallen
20th-level Oath of Remembrance feature
At 20th level, you can become a spirit yourself. As an action you can enter into an incorporeal state. You gain the following benefits for 1 minute:
- Your weapon attacks deal an additional 2d8 necrotic damage. If you have your bonded spirit summoned and it is an avenger, your weapon attacks deal an additional 3d8 necrotic damage instead.
- You have resistance to all damage types except force and psychic damage. If you have your bonded spirit summoned and it is a defender, any damage you take is also reduced by 1d8.
- You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
After you've entered into this state, you cannot do so again until you finish a long rest, unless you expend a 5th level spell slot to do so.
Oath of the Shield
While most Paladins are known for the wrath they pour out upon their foes, those who swear the Oath of the shield use their power to defend. Known as Divine Shields, these noble warriors stand as protectors of the innocent and defenseless. Bravely placing themselves between their allies and danger, a Divine Shield is an invaluable ally to have on the battlefield.
Tenets of the Shield
1st-level Oath of the Shield feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Shield uphold the Tenets below:
- Defend. You are a shield for the defenseless. You power must defend those who come to you for help, no matter the cost.
- Immovable. When you make a choice, stand by it. When you vow to defend another, defend them no matter the danger.
- Resilient. Remain unflinching in the face of foes. Do not back down from a challenge if there are innocent lives on the line.
Divine Aegis
1st-level Oath of the Shield feature
As an action, you spend 1 Divine Fervor and you can hold aloft your holy symbol and project a shimmering protective aura that extends outward from you in a 10-foot radius, which lasts until you move. Creatures of your choice within this radius gain the benefits of half cover.
Shield Spells
2nd-level Oath of the Shield feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: shield, shield of faith
- 5th: aid, warding bond
- 9th: protection from energy, tiny hut
- 13th: fire shield, resilient sphere
- 17th: circle of power, wall of stone
Holy Abjuration
3rd-level Oath of the Shield feature
As a reaction when you take damage from a spell or another magical effect, you can grasp your holy symbol to invoke 2 Divine Fervor. The damage from the effect is reduced by an amount equal to your Charisma modifier (minimum of 1) + your Paladin level. If this effect reduces the damage of the spell or effect to zero, the entire spell or effect is dispelled.
Adamantine Smite
3rd-level Oath of the Shield feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with your Adamantine Will. After the damage of the attack, you add that total damage as Tempory Hit points to yourself.
Aura of Defense
7th-level Oath of the Shield feature
When another creature within your Aura of Protection is hit by an attack, you can use your reaction to add your Charisma modifier to its Armor Class against the triggering attack.
Adamant Stance
15th-level Oath of the Shield feature
Once you take a stand there is nothing that can force you to move. Creatures that attempt to move you against your will must succeed on a Strength check with a DC equal
to 10 + your Paladin level + your Charisma modifier (minimum of 1).
Divine Bulwark
20th-level Oath of the Shield feature
As a bonus action, you can empower your Aura of Protection with the power of your Divine Aegis, granting creatures of your choice within it the benefits below for the next minute:
- At the start of your turn, you can distribute 20 temporary hit points among living creatures within your Aura.
- Creatures of your choice gain three-quarters cover.
- Whenever a creature within your Aura takes damage, you can choose to take the damage in place of that creature.
Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can expend a 5th-level spell slot to use this feature again.
Oath of Tomorrow
To some, the age of a world is marked by its changes: the advancements and progress made in thought, machinery, and life. The club gives way to the spear, then the sword; crude sorceries and pacts give way to wizardly arcana; and the wandering tribe becomes a village, then a city, then an empire. Society itself grows, shaking off yesterday's norms and tinkering with new ways of existence. Those who swear the oath of tomorrow, known as tomorrowbringers, believe in the virtue of this progress and strive to push the world forward. Be they pure machinists or fiery advocates for social
rearrangement, these paladins wield powers from their personal vision of the future as they quest to put an end to the most recent chapter of history.
Tenets of Tomorrow
1st-level Oath of Tomorrow feature
The tenets of tomorrow are a newly crafted vow, often mutating to better fit the rapidly progressing world tomorrowbringers seek after.
- Effect Change. Stagnation is death. Always drive experimentation, new ways of thinking, and cultural progress.
- Pure Reason. Mortals should be rational beings. The power of your reason will unlock secrets to greater futures.
- Mortals are Limitless. Defy the irrational chains placed upon what mortal civilization can and cannot accomplish. There is a future grandeur just waiting to be achieved.
- Kill the Past. The society of the past did not know what you do now. It is a scar reminding mortals of what they thought they couldn't do. Let history die in its cobwebs.
Stroke of Genius
1st-level Oath of Tomorrow feature
You can use 1 Divine Fervor as an action to enter a frenzy of miraculous ingenuity. For 10 minutes, if your total for any Intelligence check you make is less than 16, you use 16 in place of the total.
Tomorrow Spells
2nd-level Oath of Tomorrow feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: bane, grease
- 5th: heat metal, locate object
- 9th: call lightning, tiny servant
- 13th: fabricate, polymorph
- 17th: animate objects, reincarnate
Empower Invention
3rd-level Oath of Tomorrow feature
As a bonus action, you can infuse one melee weapon you hold with electric power, using 2 Divine Fervor. For 1 minute, the weapon inflicts lightning damage, instead of its normal damage type, and it emits dim light in a 5-foot radius. A creature hit by this weapon can't take reactions until the start of its next turn. You can end this effect on your turn (no action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Chained Smite
3rd-level Oath of Tomorrow feature
The next time you hit a creature with a weapon attack before this spell ends, your weapon arcs with bright light, and the attack deals an extra 2d8 lightning damage. Two bolts then leap from that target to as many as two other targets, each of which must be within 30 feet of the first target. A creature target by the bolt must must a Dexterity save or take 3d8 Lightning damage or half as much on a successful roll.
Aura of Progress
7th-level Oath of Tomorrow feature
Beginning at 7th level, you radiate divine advancement, shielding creatures against stupor and stagnation. You and
friendly creatures within 10 feet of you are immune to being paralyzed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Electric Feedback
15th-level Oath of Tomorrow feature
Starting at 15th level, when a creature hits you with a melee weapon attack, it takes lightning damage equal to your Charisma modifier (minimum 1), if you're not incapacitated.
Avant Guardian
20th-level Oath of Tomorrow feature
By 20th level, your advocacy for progress manifests in your own visage, fusing flesh, magic, and steel. As an action, you can adopt the following traits:
- You grow to a Large size, and your equipment grows with you, doubling your reach and quadrupling your weight.
- You are immune to poison, psychic, and lightning damage.
- You are immune to being charmed, exhausted, petrified, or poisoned, and magic can't put you to sleep.
- You are resistant to nonmagical bludgeoning, piercing, and slashing damage inflicted by weapons that are not made of adamantine.
- Your melee weapon attacks inflict an additional die of damage and count as magical if they do not already.
This effect lasts for 1 minute. After using this feature, you must finish a long rest before you can use it again.
Oath of the Wilds
Often working alongside Druids, Rangers, and Paladins who have sworn an Oath of the Ancients, those who take the Oath of the Wilds swear to protect and embody the wild power of beasts. They are warriors of nature who stand in defense of a balanced relationship between civilization and the wilds.
Tenets of the Wilds
1st-level Oath of the Wilds feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Wilds uphold the following Tenets:
- Balance. Strive always to ensure that nature and civilization exist in a balance.
- Freedom. Like beasts of the wild, ensure that all living thing can choose its own path.
- Natural Law. The natural law of the world is known to all creatures, and it is your task to uphold this order of all things.
Soothe Beast
1st-level Oath of the Wilds feature
As an action, you touch your holy symbol to expend 1 Divine Fervor to a beast and force it to make a Wisdom saving throw. On a failed save, the beast is charmed by you for 1 hour, or until you or your allies do anything harmful to the creature.
Wild Spells
2nd-level Oath of the Wilds feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.
Paladin Level Spells
- 2nd: command, speak with animals
- 5th: beast sense, find steed
- 9th: conjure animals, fear
- 13th: dominate beast, giant insect
- 17th: awaken, insect plague
Predator's Mark
3rd-level Oath of the Wilds feature
As a bonus action, you can grasp your holy symbol to expend 2 Divine Fervor and mark one creature you can see within 120 feet as your Prey. For 1 hour, you can add your Charisma modifier (minimum of +1) to any ability check that you make to track, tame, grapple, or subdue your Prey.
Tracker's Smite
3rd-level Oath of the Wilds feature
You can use your Divine Smite feature when you hit a creature with a ranged weapon attack, or when one of your hounds hits a creature with an attack. Furthermore, you can use your Improved Divine Smite feature with ranged weapon attacks.
The damage dice of these features are d6's, rather than d8's, when you use them this way.
Aura of Savagery
7th-level Oath of the Wilds feature
Your primal ferocity empowers you and your pack. Creatures of your choice within your Aura of Protection score a critical hit on a d20 roll of 19 or 20 on melee weapon attack rolls.
Undying Predator
15th-level Oath of the Wilds feature
Not even death can keep you from defending the wilds. If 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.
Primal Champion
20th-level Oath of the Wilds feature
As a bonus action, you can transform into a warrior of primal power. While transformed you gain the following benefits:
- Creatures within your Aura of Savagery score a critical on a roll of 18-20 on the d20 for melee weapon attack rolls.
- You gain 10 temporary hit points at the start of each turn.
- You can use a bonus action on each turn to move up to your speed toward a hostile creature you can see. If you end this movement within 5 feet of the creature you can make a melee weapon attack with advantage against it.
This transformation lasts for 1 minute and ends early if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses left you can expend a 5th-level spell slot to transform again.
Level | Proficiency Bonus | Features | Smites | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Aura Radius |
---|
1st | +2 | Diplomat's Cause, Fighting Style, Sacred Oath | - | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Divine Smite | 2 | 2 | 2 | — | — | — | — | — |
3rd | +2 | Divine Regeneration, Oath Feature | 2 | 2 | 3 | ─ | — | — | — | — |
4th | +2 | Ability Score Increase, Lay on Hands | 2 | 3 | 3 | ─ | — | — | — | — |
5th | +3 | Divine Sense, Extra Attack, Faithful Steed | 3 | 3 | 4 | 2 | — | — | — | — |
6th | +3 | Aura of Protection, Divine Knowledge | 3 | 4 | 4 | 2 | — | — | — | 10 ft. |
7th | +3 | Oath Feature, Vigilance | 3 | 4 | 4 | 3 | — | — | — | 10 ft. |
8th | +3 | Ability Score Increase | 3 | 5 | 4 | 3 | — | — | — | 10 ft. |
9th | +4 | Divine Health, Channel Divinity (2/Rest) | 4 | 5 | 4 | 3 | 2 | — | — | 15 ft. |
10th | +4 | Aura of Courage, Rallying Cry | 4 | 6 | 4 | 3 | 2 | — | — | 15 ft. |
11th | +4 | Improved Divine Smite, Righteous Strikes | 4 | 6 | 4 | 3 | 3 | — | — | 15 ft. |
12th | +4 | Ability Score Increase | 4 | 7 | 4 | 3 | 3 | — | — | 20 ft. |
13th | +5 | Blessed Spellcaster | 5 | 7 | 4 | 3 | 3 | 1 | — | 20 ft. |
14th | +5 | Purifying Touch, Shining Armor | 5 | 8 | 4 | 3 | 3 | 1 | — | 20 ft. |
15th | +5 | Oath Feature | 5 | 8 | 4 | 3 | 3 | 2 | — | 25 ft. |
16th | +5 | Ability Score Increase | 5 | 9 | 4 | 3 | 3 | 2 | — | 25 ft. |
17th | +6 | Heroic Stand | 6 | 9 | 4 | 3 | 3 | 3 | 1 | 25 ft. |
18th | +6 | Aura of Conviction | 6 | 10 | 4 | 3 | 3 | 3 | 1 | 30 ft. |
19th | +6 | Ability Score Improvement | 6 | 10 | 4 | 3 | 3 | 3 | 2 | 30 ft. |
20th | +6 | Sacred Oath Feature, Vessel of Divinity | 6 | 11 | 4 | 3 | 3 | 3 | 2 | 30 ft. |