Ekrios Paladin: Difference between revisions

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= Paladin =
= Paladin =
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a bugbear lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.<br>
A Firbolg crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an ogre war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two ogres are dead before they even realize he is there.<br>
Silver mane shining in a shaft of light that seems to illuminate only him, a leonin laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.<br>
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.<br>
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.<br>
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.<br>
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.<br>
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
{| class="wikitable"
|+| Class Table
|-
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
| 1st || +2 || [[Ekrios Paladin#Divine Sense|Divine Sense]], [[Ekrios Paladin#Divine Sense|Lay on Hands]] || 0
|-
| 2nd || +2 || [[Ekrios Paladin#Fighting Style|Fighting Style]], [[Ekrios Paladin#Spellcasting|Spellcasting]], [[Ekrios Paladin#Divine Smite|Divine Smite]] || 300
|-
| 3rd || +2 || [[Ekrios Paladin#Sacred Oath|Sacred Oath]], [[Ekrios Paladin#Divine Health|Divine Health]], [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 1,000
|-
| 4th || +2 || [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
| 5th || +3 || [[Ekrios Paladin#Extra Attack|Extra Attack]] || 6,000
|-
| 6th || +3 || [[Ekrios Paladin#Aura of Protection|Aura of Protection]] || 10,000
|-
| 7th || +3 || [[Ekrios Paladin#Sacred Oath|Sacred Oath Feature]] || 20,000
|-
| 8th || +3 || [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
| 9th || +4 || - || 60,000
|-
| 10th || +4 || [[Ekrios Paladin#Aura of Courage|Aura of Courage]] || 80,000
|-
| 11th || +4 || [[Ekrios Paladin#Improved Divine Smite|Improved Divine Smite]] || 100,000
|-
| 12th || +4 || [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
| 13th || +5 || - || 140,000
|-
| 14th || +5 || [[Ekrios Paladin#Cleansing Touch|Cleansing Touch]] || 160,000
|-
| 15th || +5 || [[Ekrios Paladin#Sacred Oath|Sacred Oath Feature]] || 180,000
|-
| 16th || +5 || [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
| 17th || +6 || - || 225,000
|-
| 18th || +6 || [[Ekrios Paladin#Aura Improvement|Aura Improvement]] || 250,000
|-
| 19th || +6 || [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
| 20th || +6 || [[Ekrios Paladin#Sacred Oath|Sacred Oath Feature]] || 350,000
|}
<br>
=== Class Information ===
'''Hit Dice.''' 1d10 per Paladin Level<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution modifier per paladin level after 1st<br>
'''Armor Proficiencies.''' [[Ekrios Armor and Weapons#Light Armor|Light Armor]], [[Ekrios Armor and Weapons#Medium Armor|Medium Armor]], [[Ekrios Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Ekrios Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' [[Ekrios Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Ekrios Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Skill Proficiencies.''' Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion<br>
'''Equipment.''' A [[Ekrios Armor and Weapons#Simple Weapons|Simple]] or [[Ekrios Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Ekrios Armor and Weapons#Shields|Round Shield]] or a [[Ekrios Armor and Weapons#Simple Weapons|Weapons]] or [[Ekrios Armor and Weapons#Martial Weapons|Martial Weapon]], five [[Ekrios Armor and Weapons#Simple Melee Weapons|Javelins]] or a [[Ekrios Armor and Weapons#Simple Weapons|Simple Weapon]], an [[Ekrios Equipment Packs|Equipment Pack]], [[Ekrios Armor and Weapons#Heavy Armor|Chain Mail]], and a [[Ekrios Armor and Weapons#Spellcasting Focuses|Holy Symbol]]
<br><br>
{| class="wikitable"
|+ Paladin Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Divine Sense|Divine Sense]] || 1st || You can sense the presence of Aberrations, Highlings, and Undead
|-
| [[Ekrios Paladin#Divine Sense|Lay on Hands]] || 1st || You can heal creatures and cure them of Disease and [[Ekrios Conditions#Poisoned|Poison]]
|-
| [[Ekrios Paladin#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you're good at
|-
| [[Ekrios Paladin#Spellcasting|Spellcasting]] || 2nd || You gain half Spellcasting that uses Charisma and Preparing Spells
|-
| [[Ekrios Paladin#Divine Smite|Divine Smite]] || 2nd || You can spend Spell Slots to deal extra Damage on your Attacks
|-
| [[Ekrios Paladin#Sacred Oath|Sacred Oath]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 15th, and 20th Level
|-
| [[Ekrios Paladin#Divine Health|Divine Health]] || 3rd || You become immune to disease
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You gain a few divine abilities that you can use
|-
| [[Ekrios Paladin#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Ekrios Paladin#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
| [[Ekrios Paladin#Aura of Protection|Aura of Protection]] || 6th || You and your nearby allies have better Saving Throws
|-
| [[Ekrios Paladin#Aura of Courage|Aura of Courage]] || 10th || You and your nearby allies can't be [[Ekrios Paladin#Frightened|Frightened]]
|-
| [[Ekrios Paladin#Improved Divine Smite|Improved Divine Smite]] || 11th || You deal more Damage with every Attack
|-
| [[Ekrios Paladin#Cleansing Touch|Cleansing Touch]] || 14th || You can end Spells targeting creatures
|-
| [[Ekrios Paladin#Aura Improvement|Aura Improvement]] || 18th || Your Auras' Range increase
|}
<br>
==== Divine Sense ====
''1st Level Paladin Feature''<br>
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Aberration, Highling or Undead within 60ft of you that is not behind Total Cover. You know the Creature Type of any being whose presence you sense, but not its identity.<br>
Within the same Radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the [[Ekrios Level 5#Hallow|Hallow]] Spell.<br>
You can use this feature a number of times equal to 1 + your Charisma Modifier, regaining expended uses when you finish a Long Rest.
<br><br>
==== Lay on Hands ====
''1st Level Paladin Feature''<br>
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin Level x 5.<br>
As an Action, you can touch a creature and draw power from the pool to restore any number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br>
Alternatively, you can expend 5 Hit Points from your pool of healing to cure the target of one disease or neutralize one [[Ekrios Conditions#Poisoned|Poison]] affecting it. You can cure multiple diseases and neutralize multiple [[Ekrios Conditions#Poisoned|Poison]] with a single use of Lay on Hands, expending Hit Points separately for each one.<br>
This feature has no effect on Undead and Constructs.
<br><br>
==== Fighting Style ====
''2nd Level Paladin Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Blessed Warrior''' You learn two Cantrips of your choice from the Cleric Spell List. They count as Paladin Spells for you, and Charisma is your Spellcasting ability for them.
*'''Blind Fighting.''' You gain Blindsight out to a Range of 10ft.
*'''Defense.''' While you are wearing [[Ekrios Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Dueling.''' When you are wielding a [[Ekrios Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Ekrios Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Ekrios Armor and Weapons#Weapons|Weapon]].
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Ekrios Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Ekrios Armor and Weapons#Shields|Shields]] or a [[Ekrios Armor and Weapons#Weapons|Weapons]].
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Ekrios Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Ekrios Armor and Weapons#Weapons|Weapons]]:
:*For you, [[Ekrios Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*When making an Attack with a [[Ekrios Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*When you make an Attack with a [[Ekrios Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Ekrios Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Ekrios Armor and Weapons#Martial Ranged Weapons|Net]] or [[Ekrios Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Ekrios Armor and Weapons#Shields|Shield]].
*'''Shield Warrior.''' You can use a [[Ekrios Armor and Weapons#Shields|Shield]] as a [[Ekrios Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Ekrios Armor and Weapons#Shields|Shield]] and no other [[Ekrios Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Ekrios Armor and Weapons#Weapons|Weapon]] or [[Ekrios Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Ekrios Conditions#Grappled|Grappled]] by you.
*'''Versatile Fighting.''' While wielding a Versatile [[Ekrios Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Ekrios Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>
==== Spellcasting ====
''2nd Level Paladin Feature''<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A [[Ekrios Armor and Weapons#Spellcasting Focuses|Holy Symbol]]<br>
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your half your Paladin Level + your Charisma Modifier from the Paladin Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.
{| class="wikitable"
|+ [[Ekrios Paladin Spells|Paladin Spell List]]
|-
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th
|-
| 2nd || 2 || - || - || - || -
|-
| 3rd || 3 || - || - || - || -
|-
| 4th || 3 || - || - || - || -
|-
| 5th || 4 || 2 || - || - || -
|-
| 6th || 4 || 2 || - || - || -
|-
| 7th || 4 || 3 || - || - || -
|-
| 8th || 4 || 3 || - || - || -
|-
| 9th || 4 || 3 || 2 || - || -
|-
| 10th || 4 || 3 || 2 || - || -
|-
| 11th || 4 || 3 || 3 || - || -
|-
| 12th || 4 || 3 || 3 || - || -
|-
| 13th || 4 || 3 || 3 || 1 || -
|-
| 14th || 4 || 3 || 3 || 1 || -
|-
| 15th || 4 || 3 || 3 || 2 || -
|-
| 16th || 4 || 3 || 3 || 2 || -
|-
| 17th || 4 || 3 || 3 || 3 || 1
|-
| 18th || 4 || 3 || 3 || 3 || 1
|-
| 19th || 4 || 3 || 3 || 3 || 2
|-
| 20th || 4 || 3 || 3 || 3 || 2
|}
<br>
==== Divine Smite ====
''2nd Level Paladin Feature''<br>
When you hit a creature with a Melee Weapon Attack, you can expend a Spell Slot of 1st Level or higher to deal additional Radiant Damage to the target is equal to 1d8 + 1d8 per Slot Level, to a maximum of 5d8. This Damage increases by 1d8 if the target is an Undead or Aberration, to a maximum of 6d8.
<br><br>
==== Divine Health ====
''3rd Level Paladin Feature''<br>
The divine magic flowing through you makes you immune to disease.
<br><br>
==== Sacred Oath ====
''3rd, 7th, 15th, and 20th Level Paladin Feature''<br>
You choose one of the Sacred Oaths in the table below that binds you as a Paladin forever, who's combat styles and techniques you strive to emulate advanced techniques you delve into.
{| class="wikitable"
|+ Sacred Oaths
|-
! Sacred Oath !! Complexity (1-5) !! Description
|-
| [[Ekrios Paladin#Oath of Ancients|Oath of Ancients]] || 1 || You gain power over nature to act as a barrier between your allies and the forces that would try to destroy them.
|-
| [[Ekrios Paladin#Oath of Conquests|Oath of Conquests]] || 1 || You strike fear into your foes as you slaughter them and rebuke those who would dare defy you.
|-
| [[Ekrios Paladin#Oath of Corsairs|Oath of Corsairs]] || 2 || You embody the freedom and brutality of the seas to take charge of your enemies and inspire your allies.
|-
| [[Ekrios Paladin#Oath of Crowns|Oath of Crowns]] || 2 || You use the command of the crown to claim authority over your foes and protect your allies from enemy assault.
|-
| [[Ekrios Paladin#Oath of Devotion|Oath of Devotion]] || 1 || Your devotion as a Paladin allows you to smite the unholy and protect your allies from their trickery and corruption.
|-
| [[Ekrios Paladin#Oath of Dynamism|Oath of Dynamism]] || 3 || You become the storm itself, using electricity and magnetism to propel and destroy your foes.
|-
| [[Ekrios Paladin#Oath of Glory|Oath of Glory]] || 2 || You use your divine magic to increase your own glory, becoming a paragon of strength and might.
|-
| [[Ekrios Paladin#Oath of Inquisition|Oath of Inquisition]] || 3 || You root out and usher death upon those that would lie, cheat, and disguise themselves, misleading themselves and others into heretical philosophy.
|-
| [[Ekrios Paladin#Oath of Light|Oath of Light]] || 3 || You shine with radiance, empowering your allies and blinding your enemies as you shape light itself into your magic.
|-
| [[Ekrios Paladin#Oath of Purification|Oath of Purification]] || 3 || You purge your enemies with fire and cauterize your allies' wounds, purifying all in flame.
|-
| [[Ekrios Paladin#Oath of Redemption|Oath of Redemption]] || 2 || You protect your allies and become a paragon of peace to resolve conflicts without becoming an initiator of violence yourself.
|-
| [[Ekrios Paladin#Oath of Vengeance|Oath of Vengeance]] || 1 || You usher in the destruction of evil and mark your foes for death as you hunt them down and provide them retribution.
|-
| [[Ekrios Paladin#Oath of Watchers|Oath of Watchers]] || 2 || You protect your allies from the extraplanar as you rebuke your foes and empower your friends.
|-
| [[Ekrios Paladin#The Oathless|The Oathless]] || 4 || You have broken your oath and now use your remaining divine magic to right the wrongs that you deem were caused by your oath with an almost vigilante justice.
|}
<br>
==== Channel Divinity ====
''3rd Level Paladin Feature''<br>
You gain the ability to harness the power of the Three, you can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
<br><br>
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Paladin Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Ekrios Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>
==== Extra Attack ====
''5th Level Paladin Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
<br><br>
==== Aura of Protection ====
''6th Level Paladin Feature''<br>
Whenever you or a creature of your choice within 10ft of you makes a Saving Throw, that creature gains a bonus to the Save equal to your Charisma Modifier as long as you are not [[Ekrios Conditions#Unconscious|Unconscious]].
<br><br>
==== Aura of Courage ====
''10th Level Paladin Feature''<br>
You and creatures of your choice within 10ft of you can't be [[Ekrios Conditions#Frightened|Frightened]] as long as you are not [[Ekrios Conditions#Unconscious|Unconscious]].
<br><br>
==== Improved Divine Smite ====
''11th Level Paladin Feature''<br>
You are so suffused with righteous might that all your Melee Weapon Attacks carry divine power with them. Whenever you hit a creature with a Melee Weapon Attack, the Attack deals an additional 1d8 Radiant Damage.
<br><br>
==== Cleansing Touch ====
''14th Level Paladin Feature''<br>
You can use your Action to end one Spell on yourself or on one willing creature that you touch.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
<br><br>
==== Aura Improvements ====
''18th Level Paladin Feature''<br>
The Range of your Aura of Protection and Aura of Courage features, as well as the Aura granted by your Sacred Oath is increased to 30ft.
<br><br>
= Sacred Oaths =
== Oath of Ancients ==
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world. Paladins of the Ancients follow these tenets:
*'''Kindle the Light.''' Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
*'''Shelter the Light.''' Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
*'''Preserve Your Own Light.''' Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
*'''Be the Light.''' Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
<br>
{| class="wikitable"
|+ Ancients Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to [[Ekrios Conditions#Restrained|Restrain]] enemies or force Fey and Highlings to run away
|-
| [[Ekrios Paladin#Aura of Warding|Aura of Warding]] || 7th || You and nearby allies have Resistance to Damage dealt by Spells
|-
| [[Ekrios Paladin#Undying Sentinel|Undying Sentinel]] || 15th || When you would die you can choose to not die instead
|-
| [[Ekrios Paladin#Elder Champion|Elder Champion]] || 20th || You can transform to regain health each turn, cast Spells quicker, and make creatures worse at resisting your Spells and Channel Divinities
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Ancients Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Ensaring Strike|Ensnaring Strike]], [[Ekrios Level 1#Speak with Animals|Speak with Animals]]
|-
| 5th || [[Ekrios Level 2#Misty Step|Misty Step]], [[Ekrios Level 2#Moonbeam|Moonbeam]]
|-
| 9th || [[Ekrios Level 3#Plant Growth|Plant Growth]], [[Ekrios Level 3#Protection from Energy|Protection from Energy]]
|-
| 13th || [[Ekrios Level 4#Ice Storm|Ice Storm]], [[Ekrios Level 4#Stockade Sprouts|Stockade Sprouts]]
|-
| 17th || [[Ekrios Level 5#Commune with Nature|Commune with Nature]], [[Ekrios Level 5#Tree Stride|Tree Stride]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Ancients Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Nature's Wrath.''' You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be [[Ekrios Conditions#Restrained|Restrained]]. While [[Ekrios Conditions#Restrained|Restrained]] by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
*'''Turn the Faithless.''' You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Ekrios Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Ekrios Conditions#Incapacitated|Incapacitated]]. While [[Ekrios Conditions#Dazed|Dazed]] in this way, the 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 30ft of you that would be closer than its current space.
<br>
==== Aura of Warding ====
''7th Level Oath of Ancients Feature''<br>
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and creatures of your choice within 10ft of you have Resistance to Damage dealt by Spells.<br>
<br><br>
==== Undying Sentinel ====
''15th Level Oath of Ancients Feature''<br>
When you are reduced to 0 Hit Points and are not killed outright, you can choose to drop to 1 Hit Point instead. Once you use this feature, you can't use it again until you finish a Long Rest.<br>
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
<br><br>
==== Elder Champion ====
''20th Level Oath of Ancients Feature''<br>
You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your Action, you undergo a transformation. For 1 minute, you gain the following benefits:
*At the start of each of your turns, you regain 10 Hit Points.
*Whenever you cast a Paladin Spell that has a Casting Time of 1 Action, you can cast it using a Bonus Action instead.
*Creatures of your choice within 10ft of you have Disadvantage on Saving Throws against your Paladin Spells and Channel Divinity Options.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Conquest ==
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Paladins of Conquest follow these tenets:
*'''Douse the Flame of Hope.''' It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
*'''Rule with an Iron Fist.''' Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
*'''Strength Above All.''' You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
<br>
{| class="wikitable"
|+ Conquest Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to [[Ekrios Conditions#Frightened|Frighten]] enemies or hit better
|-
| [[Ekrios Paladin#Aura of Conquest|Aura of Conquest]] || 7th || Nearby [[Ekrios Conditions#Frightened|Frightened]] enemies are slower and take Damage
|-
| [[Ekrios Paladin#Scornful Rebuke|Scornful Rebuke]] || 15th || You deal Damage to creatures that hit you
|-
| [[Ekrios Paladin#Invincible Conquerer|Invincible Conquerer]] || 20th || You can transform to take half Damage, Attack more, and Crit more
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Conquest Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Armor of Faethon|Armor of Faethon]], [[Ekrios Level 1#Command|Command]]
|-
| 5th || [[Ekrios Level 2#Hold Person|Hold Person]], [[Ekrios Level 2#Spiritual Weapon|Spiritual Weapon]]
|-
| 9th || [[Ekrios Level 3#Bestow Curse|Bestow Curse]], [[Ekrios Level 3#Fear|Fear]]
|-
| 13th || [[Ekrios Level 4#Dominate Beast|Dominate Beast]], [[Ekrios Level 4#March of Blades|March of Blades]]
|-
| 17th || [[Ekrios Level 5#Cloudkill|Cloudkill]], [[Ekrios Level 5#Dominate Person|Dominate Person]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Conquest Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Conquering Presence.''' You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30ft of you to make a Wisdom Saving Throw. On a failed Save, a creature becomes [[Ekrios Conditions#Frightened|Frightened]] of you for 1 minute. The [[Ekrios Conditions#Frightened|Frightened]] creature can repeat this Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.<br>
*'''Guided Strike.''' You can use your Channel Divinity to strike with supernatural accuracy. When you miss on an Attack, you can use your Channel Divinity to gain a +10 bonus to the roll.
<br>
==== Aura of Conquest ====
''7th Level Oath of Conquest Feature''<br>
You constantly emanate a menacing Aura while you're not [[Ekrios Conditions#Incapacitated|Incapacitated]]. The aura extends 10ft from you in every direction, but not through Total Cover. If a creature is Frightened of you, its Speed is reduced to 0 while in the Aura, and that creature takes Psychic Damage equal to half your Paladin Level if it starts its turn there.
<br><br>
==== Scornful Rebuke ====
''15th Level Oath of Conquest Feature''<br>
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an Attack, that creature takes Psychic Damage equal to your Charisma Modifier if you're not [[Ekrios Conditions#Incapacitated|Incapacitated]].
<br><br>
==== Invincible Conqueror ====
''20th Level Oath of Conquest Feature''<br>
You gain the ability to harness extraordinary martial prowess. As an Action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
*You have Resistance to all Damage.
*When you take the Attack Action on your turn, you can make one additional Attack as part of that Action.
*Your Crit Range with Melee Weapons increases by 1.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Corsairs ==
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 their deity, Corsairs follow only laws they have personally agree to. Paladins of the Corsairs follow these tenets:
*'''Bravery.''' To be a coward is worse then death. Those who don't defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.
*'''Freedom.''' Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.
*'''Loyalty.''' Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure.
<br>
{| class="wikitable"
|+ Corsairs Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to move your allies without provoking Opportunity Attacks or push enemies away
|-
| [[Ekrios Paladin#Aura of Liberation|Aura of Liberation]] || 7th || You and nearby allies resist restricting effects
|-
| [[Ekrios Paladin#Fury of the Seas|Fury of the Seas]] || 15th || You deal Damage to creatures that hit you
|-
| [[Ekrios Paladin#Grand Captain|Grand Captain]] || 20th || You can transform to become Immune to Cold, Lightning, and Thunder Damage, cast the [[Ekrios Level 1#Command|Command]] Spell freely and quickly, and knock enemies [[Ekrios Conditions#Prone|Prone]]
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Corsairs Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Fog Cloud|Fog Cloud]], [[Ekrios Level 1#Zephyr Strike|Zephyr Strike]]
|-
| 5th || [[Ekrios Level 2#Warding Wind|Warding Wind]], [[Ekrios Level 2#Locate Object|Locate Object]]
|-
| 9th || [[Ekrios Level 3#Thunder Step|Thunder Step]], [[Ekrios Level 3#Tidal Wave|Tidal Wave]]
|-
| 13th || [[Ekrios Level 4#Control Water|Control Water]], [[Ekrios Level 4#Storm Sphere|Storm Sphere]]
|-
| 17th || [[Ekrios Level 5#Control Winds|Control Winds]], [[Ekrios Level 5#Maelstrom|Maelstrom]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Corsairs Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''All Hands on Deck.''' As a Bonus Action, you can use your Channel Divinity and hold aloft your Holy Symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma Modifier, within 30ft, that can see or hear you, can use their Reaction to move up to their Speed without provoking Opportunity Attacks.
*'''Fury of the Tides.''' As a Bonus Action, you can use your Channel Divinity to embody the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the Duration, when you hit a creature with a Weapon Attack, you can push that creature up to 10ft away from you. If that creature is pushed into an obstacle or another creature, the target and the object or creature it was pushed into take Bludgeoning Damage equal to your Charisma Modifier.
<br>
==== Aura of Liberation ====
''7th Level Oath of Corsairs Feature''<br>
You fill nearby creatures with the energy of movement. While you're not [[Ekrios Conditions#Incapacitated|Incapacitated]], you and creatures of your choice within 10ft of you cannot be [[Ekrios Conditions#Grappled|Grappled]] or [[Ekrios Conditions#Restrained|Restrained]], and ignore penalties to Speed and Attacks while underwater. Creatures that are already Grappled or [[Ekrios Conditions#Restrained|Restrained]] when they enter the Aura can spend 5ft of movement to automatically escape unless they are bound by magical restraints.<br>
<br><br>
==== Fury of the Seas ====
''15 Level Oath of Corsairs Feature''<br>
Those who strike you are punished for their mutinous actions. When a creature hits you with a Melee Attack, they take Cold, Lighting, or Thunder Damage (your choice) equal to your Charisma Modifier.
<br><br>
==== Grand Captain ====
''20th Level Oath of Corsairs Feature''<br>
You can embody the wrath of the high seas. As a Bonus Action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute:
*You are Immune to Cold, Lightning, and Thunder Damage.
*You can cast the [[Ekrios Level 1#Command|Command]] Spell at will, without expending a Spell Slot, as a Bonus Action.
*When you hit a creature with a Melee Attack, that creature must make a Strength Saving Throw, being knocked [[Ekrios Conditions#Prone|Prone]] on a failed Save.<br>
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Crowns ==
The Oath of Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks. Paladins of the Crown follow these tenets:
*'''Law.''' The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
*'''Loyalty.''' Your word is your bond. Without loyalty, oaths and laws are meaningless.
*'''Courage.''' You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
*'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
<br>
{| class="wikitable"
|+ Crowns Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to taunt nearby enemies or to heal allies
|-
| Aura of Allegiance || 7th || You can take the Damage of nearby allies
|-
| Unyielding Spirit || 15th || You have Advantage against being [[Ekrios Conditions#Paralyzed|Paralyzed]] and [[Ekrios Conditions#Stunnded|Stunned]]
|-
| Exalted Champion || 20th || You can transform to take less Damage, give yourself and allies Advantage on Death and Wisdom Saving Throws
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Crowns Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Command|Command]], [[Ekrios Level 1#Compelled Duel|Compelled Duel]]
|-
| 5th || [[Ekrios Level 2#Warding Bond|Warding Bond]], [[Ekrios Level 2#Air Strike Shield|Air Strike Shield]]
|-
| 9th || [[Ekrios Level 3#Aura of Vitality|Aura of Vitality]], [[Ekrios Level 3#Martyr's Bargain|Martyr's Bargain]]
|-
| 13th || [[Ekrios Level 4#|Banishment|Banishment]], [[Ekrios Level 4#Guardian of Faith|Guardian of Faith]]
|-
| 17th || [[Ekrios Level 5#Circle of Power|Circle of Power]], [[Ekrios Level 5#Taboo|Taboo]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Crowns Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Champion Challenge.''' You can use your Channel Divinity as a Bonus Action to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature can't willingly move more than 30ft away from you, and has Disadvantage on Attacks targeting creatures other than you. This effect ends on the creature if you are [[Ekrios Conditions#Incapacitated|Incapacitated]] or die or if the creature is more than 30ft away from you.
*'''Turn the Tide.''' As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30ft of you regains Hit Points equal to 1d6 + your Charisma Modifier if it has no more than half of its Hit Points.
<br>
==== Aura of Allegiance ====
''7th Level Oath of Crowns Feature''<br>
You can shield others from harm at the cost of your own health. When a creature within 10ft of you takes Damage, you can use your Reaction to magically take that Damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the Damage, and this Damage can't be reduced in any way.<br>
<br><br>
==== Unyielding Spirit ====
''15th Level Oath of Crowns Feature''<br>
You have Advantage on Saving Throws to avoid becoming [[Ekrios Conditions#Paralyzed|Paralyzed]] or [[Ekrios Conditions#Stunned|Stunned]].
<br><br>
==== Exalted Champion ====
''20th Level Oath of Crowns Feature''<br>
Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
*You have Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical Attacks.
*Creatures of your choice have Advantage on Death Saving Throws while within 30ft of you.
*Creatures of your choice have Advantage on Wisdom Saving Throws while within 30ft of you.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Devotion ==
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Paladins of Devotion follow these tenets:
*'''Honesty.''' Don't lie or cheat. Let your word be your promise.
*'''Courage.''' Never fear to act, though caution is wise.
*'''Compassion.''' Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
*'''Honor.''' Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
*'''Duty.''' Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
<br>
{| class="wikitable"
|+ Devotion Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to make a Weapon deal more Damage and shine or make Highlings and Undead run away
|-
| [[Ekrios Paladin#Aura of Devotion|Aura of Devotion]] || 7th || You and nearby allies can't be [[Ekrios Conditions#Charmed|Charmed]]
|-
| [[Ekrios Paladin#Purity of Spirit|Purity of Spirit]] || 15th || You gain a permanent version of the [[Ekrios Level 1#Protection from Evil and Good|Protection from Evil and Good]] Spell
|-
| [[Ekrios Paladin#Holy Nimbus|Holy Nimbus]] || 20th || You can transform to emit light, deal Damage to enemies in the light, and be better at resisting the Spells of Highlings and Undead
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Devotion Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Protection from Evil and Good|Protection from Evil and Good]], [[Ekrios Level 1#Sanctuary|Sanctuary]]
|-
| 5th || [[Ekrios Level 2#Lesser Restoration|Lesser Restoration]], [[Ekrios Level 2#Zone of Truth|Zone of Truth]]
|-
| 9th || [[Ekrios Level 3#Beacon of Hope|Beacon of Hope]], [[Ekrios Level 3#Martyr's Bargain|Martyr's Bargain]]
|-
| 13th || [[Ekrios Level 4#Freedom of Movement|Freedom of Movement]], [[Ekrios Level 4#Guardian of Faith|Guardian of Faith]]
|-
| 17th || [[Ekrios Level 5#Commune|Commune]], [[Ekrios Level 5#Heavenly Pillar |Heavenly Pillar ]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Devotion Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Sacred Weapon.''' As an Action, you can imbue one Weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma Modifier to Attack Rolls made with that Weapon. The Weapon also emits Bright Light to a Range of 20ft and Dim Light an additional 20ft. If the Weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other Action. If you are no longer holding or carrying this Weapon, or if you fall Unconscious, this effect ends.
*'''Turn the Unholy.''' As an Action, you present your Holy Symbol and speak a prayer censuring Highlings and Undead, using your Channel Divinity. Each Highling or Undead that can see or hear you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Ekrios Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Ekrios Conditions#Incapacitated|Incapacitated]]. While [[Ekrios Conditions#Dazed|Dazed]] in this way, the 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 30ft of you that would be closer than its current space.
<br>
==== Aura of Devotion ====
''7th Level Oath of Devotion Feature''<br>
You and creatures of your choice within 10ft of you can't be [[Ekrios Conditions#Charmed|Charmed]] if you aren't [[Ekrios Conditions#Unconscious|Unconscious]].
<br><br>
==== Purity of Spirit ====
''15th Level Oath of Devotion Feature''<br>
You are always under the effects of the [[Ekrios Level 1#Protection from Evil and Good|Protection from Evil and Good]] Spell.
<br><br>
==== Holy Nimbus ====
''20th Level Oath of Devotion Feature''<br>
As an Action, you can emanate an aura of sunlight. For 1 minute, Bright Light shines from you in a 30ft Radius, and Dim Light an additional 30ft. While this Nimbus is active, you gain the following benefits:
*Whenever a creature of your choice starts its turn in the Bright Light emitted by this feature, the creature takes 10 Radiant Damage.
*You have Advantage on Saving Throws against Spells cast by Highlings or Undead.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Dynamism ==
The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. Paladins of Dynamism follow these tenets:
*'''Take Swift Action.''' Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness.
*'''Never Stay Idle.''' Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can't do anything.
*'''Embrace the Changing Future.''' You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms.
*'''Be Decisive, But Flexible.''' You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances.
<br>
{| class="wikitable"
|+ Dynamism Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to protect your allies from Lightning, Radiant, and Thunder Damage and deal that Damage later or to deal additional Lightning Damage with your Divine Smite
|-
| [[Ekrios Paladin#Aura of Induction|Aura of Induction]] || 7th || You and nearby allies have Resistance to Lightning Damage and deal extra Lightning Damage
|-
| [[Ekrios Paladin#Static Charge|Static Charge]] || 15th || You deal more Lightning Damage with Spells, and deal extra Lightning Damage after you use Divine Smite
|-
| [[Ekrios Paladin#Magnetic Field|Magnetic Field]] || 20th || You can transform to harry Attacks made with metal Weapons, fly, slow metallic enemies, and push enemies around and knock them [[Ekrios Conditions#Prone|Prone]]
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Dynamism Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Sudden Spark|Sudden Spark]], [[Ekrios Level 1#Witch Bolt|Witch Bolt]]
|-
| 5th || [[Ekrios Level 2#Jolt of Pain|Jolt of Pain]], [[Ekrios Level 2#Gale Weapons|Gale Weapons]]
|-
| 9th || [[Ekrios Level 3#Lightning Arrow|Lightning Arrow]], [[Ekrios Level 3#Lightning Bolt|Lightning Bolt]]
|-
| 13th || [[Ekrios Level 4#Storm Sphere|Storm Sphere]], [[Ekrios Level 4#Wind Funnel|Wind Funnel]]
|-
| 17th || [[Ekrios Level 5#Fingers of Lightning|Fingers of Lightning]], [[Ekrios Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Dynamism Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Convert Energy.''' When a creature or object within 60ft of you takes Lightning, Radiant, or Thunder Damage, you can absorb the energy as a Reaction, using your Channel Divinity. You reduce the Damage taken by an amount equal to 5 x your Paladin Level, the target also gains Resistance to Lightning, Radiant, or Thunder Damage (your choice) until the end of your next turn. The first time you hit with a Melee Weapon Attack or roll Thunder or Lightning Damage for a Spell before the end of your next turn, you deal extra Lightning Damage to one target equal to your Paladin Level.
*'''Divine Conduit.''' When you use your Divine Smite feature, you can use your Channel Divinity to convert the Divine Smite's Radiant Damage to Lightning Damage. This Smite's Damage is increased by 2d8 and ignores Resistance to Lightning Damage.
:The next time the target of this Divine Smite hits you with a Melee Attack, you regain a use of your Channel Divinity feature.
<br>
==== Aura of Induction ====
''7th Level Oath of Dynamism Feature''<br>
You gain an Aura like a static field around you and your allies. While you are not [[Ekrios Conditions#Unconscious|Unconscious]], you and creatures of your choice within 10ft of you have Resistance to Lightning Damage. Also, when a creature of your choice in your Aura hits with a Weapon Attack, it deals additional Lightning Damage equal to your Proficiency Bonus.
<br><br>
==== Static Charge ====
''15th Level Oath of Dynamism Feature''<br>
You can add your Charisma Modifier to the Lightning Damage of Paladin Spells that you cast. In addition, whenever you use your Divine Smite feature, you are charged with electricity and deal 2d8 Lightning Damage to the next creature you hit with a Weapon Attack and any creature Grappling you.
<br><br>
==== Magnetic Field ====
''20th Level Oath of Dynamism Feature''<br>
You can magically surround yourself in a barrier of magnetic force as an Action. For 1 minute, you have a magnetic field that extends 30ft out from you, granting you the following benefits:
*Weapon attacks made using metal Weapons or ammunition have Disadvantage if they pass through the area or if their target is within the area.
*You have a 30ft Flying Speed while you are wearing metal Armor.
*Earth Elementals, metal Constructs, and creatures of your choice wearing metal Armor in the area have [[Ekrios Conditions#Slowed|Slowed 2]].
*As a Bonus Action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength Saving Throw. If the target is wearing metal Armor or it is an earth Elemental or metal Construct, it also has Disadvantage on the Saving Throw. On a failed Save, the target is knocked [[Ekrios Conditions#Prone|Prone]] and you can push it up to 10ft in any direction of your choice.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Glory ==
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. Paladins of Glory follow these tenets:
*'''Actions over Words.''' Strive to be known by glorious deeds, not words.
*'''Challenges Are But Tests.''' Face hardships with courage, and encourage your allies to face them with you.
*'''Hone the Body.''' Like raw stone, your body must be worked so its potential can be realized.
*'''Discipline the Soul.''' You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
<br>
{| class="wikitable"
|+ Glory Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to greatly improve your athleticism or give your allies Temporary Hit Points with your Divine Smite
|-
| [[Ekrios Paladin#Aura of Alacrity|Aura of Alacrity]] || 7th || You and nearby allies are faster
|-
| [[Ekrios Paladin#Glorious Defense|Glorious Defense]] || 15th || You can protect yourself and nearby allies, and hit enemies that would Attack your or your allies
|-
| [[Ekrios Paladin#Living Legend|Living Legend]] || 20th || You can transform to look awesome, hit when you would miss, and reroll Saving Throws
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Glory Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Guiding Bolt|Guiding Bolt]], [[Ekrios Level 1#Halo of Glory|Halo of Glory]]
|-
| 5th || [[Ekrios Level 2#Enhance Ability|Enhance Ability]], [[Ekrios Level 2#Magic Weapon|Magic Weapon]]
|-
| 9th || [[Ekrios Level 3#Haste|Haste]], [[Ekrios Level 3#Protection From Energy|Protection From Energy]]
|-
| 13th || [[Ekrios Level 4#Compulsion|Compulsion]], [[Ekrios Level 4#Freedom of Movement|Freedom of Movement]]
|-
| 17th || [[Ekrios Level 5#Holy Weapon|Holy Weapon]], [[Ekrios Level 5#Shining Armor|Shining Armor]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Glory Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Peerless Athlete.''' As a Bonus Action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) Checks, you can carry, push, drag, and lift twice as much weight as normal, and the distance of your long and high jumps increases by 10ft.
*'''Inspiring Smite.''' Immediately after you deal Damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a Bonus Action and distribute Temporary Hit Points to creatures of your choice within 30ft of you. The total number of Temporary Hit Points equals 2d8 + your Paladin Level, divided among the chosen creatures however you like.
<br>
==== Aura of Alacrity ====
''7th Level Oath of Glory Feature''<br>
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. While you aren't [[Ekrios Conditions#Incapacitated|Incapacitated]], your Speed and Speed of all creatures of your choice within 10ft of you increases by 10ft.<br>
<br><br>
==== Glorious Defense ====
''15th Level Oath of Glory Feature''<br>
You can turn defense into a sudden strike. When you or another creature you can see within 10ft of you is hit by an Attack, you can use your Reaction to grant a bonus to the target's AC against that Attack. The bonus equals your Charisma Modifier. If the Attack misses, you can make one Weapon Attack against the Attacker as part of this Reaction, provided the Attacker is within your Weapon's Range.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
<br><br>
==== Living Legend ====
''20th Level Oath of Glory Feature''<br>
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:
*You are blessed with an otherworldly presence, gaining Advantage on all Charisma Checks.
*Once on each of your turns when you miss on a Weapon Attack, you can cause that Attack to hit instead.
*If you fail a Saving Throw, you can use your Reaction to reroll it. You must use this new roll.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== 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. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.<br>
Above all else they despise creatures that hide their true intentions or forms. Highling, fey, aberration, or monstrosity; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life. Paladins of the Inquisition follow these tenets:
*'''Absolute Truth.''' The truth is out there, and you must do whatever it takes to bring it to light. Those who obscure the truth deserve punishment, and you will deliver that justice.<br>
*'''Immutable Forms.''' All creatures of the world have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.<br>
*'''Swift Retribution.''' Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an Oathless may forfeit their life.
<br>
{| class="wikitable"
|+ Inquisition Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to make a creature worse against your Spells or improve the Initiative Rolls of you and your allies
|-
| [[Ekrios Paladin#Aura of Inquisition|Aura of Inquisition]] || 7th || Nearby enemies are worse at Stealth and can't be [[Ekrios Conditions#Invisible|Invisible]]
|-
| [[Ekrios Paladin#Iron Will|Iron Will]] || 15th || You're Immune to [[Ekrios Conditions#Charmed|Charm]] and Attack enemies that try [[Ekrios Conditions#Charmed|Charm]] you
|-
| [[Ekrios Paladin#Grand Inquisitor|Grand Inquisitor]] || 20th || You can transform to get Truesight, know nearby lies, reveal shapeshifters and illusions, and deal additional Damage to foes with a different alignment
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Inquisition Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Charm Person|Charm Person]], [[Ekrios Level 1#Command|Command]]
|-
| 5th || [[Ekrios Level 2#Zone of Truth|Zone of Truth]], [[Ekrios Level 2#Detect Thoughts|Detect Thoughts]]
|-
| 9th || [[Ekrios Level 3#Clairvoyance|Clairvoyance]], [[Ekrios Level 3#Fear|Fear]]
|-
| 13th || [[Ekrios Level 4#Arcane Eye|Arcane Eye]], [[Ekrios Level 4#Locate Creature|Locate Creature]]
|-
| 17th || [[Ekrios Level 5#Modify Memory|Modify Memory]], [[Ekrios Level 5#Scrying|Scrying]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Inquisition Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Divine Interrogation.''' As an Action you can use your Channel Divinity to grasp your Holy Symbol and force a creature you can see within 10ft, to make a Charisma Saving Throw. On a failed Save, you learn the True Name of the creature and it has Disadvantage on the first Intelligence, Wisdom, or Charisma Saving Throw you force it to make within the next minute.
*'''Unexpected Inquisition.''' When you roll Initiative at the start of combat, you can use your Channel Divinity to raise your Holy Symbols granted expedience to your allies. You and creatures of your choice within 15ft of you gain Advantage on that Initiative Roll.
<br>
==== Aura of Inquisition ====
''7th Level Oath of Inquisition Feature''<br>
You do not tolerate those who would stand in the way of your quest for truth. Creatures of your choice within 10ft of you have Disadvantage on Dexterity (Stealth) Checks and don't gain a benefit from being [[Ekrios Conditions#Invisible|Invisible]].
<br><br>
==== Iron Will ====
''15th Level Oath of Inquisition Feature''<br>
You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. You are Immune to the [[Ekrios Conditions#Charmed|Charmed]] Condition and when you succeed on a Saving Throw that would attempt to [[Ekrios Conditions#Charm|Charm]] you, you can use your Reaction to move a number of feet equal to half your Walking Speed and make a Single Weapon Attack.
<br><br>
==== Grand Inquisitor ====
''20th Level Oath of Inquisition Feature''<br>
You can use your Action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:
*You gain Truesight out to a Range of 120ft.
*You know a lie, both verbal and non-verbal, when you see or hear it.
*All shapechangers within 30ft of you revert to their true form and illusions within 30ft of you are dispelled.
*When you hit a creature with a different alignment than yours or that is not in its true form with an Attack, that creature reverts to its original form and takes an additional 2d8 Radiant Damage.<br>
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Light ==
Paladins who take the Oath of Light strive to become a beacon of hope in a world filled with darkness. Wielding the light as a source of divine power, they nurture their allies as they strike back against suffering and despair. Paladins of the Light follow these tenets:
*'''Gather for Rest.''' Keep yourself healthy and surround yourself with those that care for each other's wellbeing.
*'''Lead and Follow.''' Know when your guidance is needed,  and listen to those who have something to teach you.
*'''Nurture the Flame.''' Help others excel, so that they may carry your light with them into the world.
<br>
{| class="wikitable"
|+ Light Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to make nearby objects shine and use that light to cast your buffing Spells better or to [[Ekrios Conditions#Blind|Blind]] and Damage enemies
|-
| [[Ekrios Paladin#Aura of Light|Aura of Light]] || 7th || You produce daylight and your allies can Help as a Bonus Action
|-
| [[Ekrios Paladin#Protective Blessings|Protective Blessings]] || 15th || You can give your allies Temporary Hit Points with your buffing Spells
|-
| [[Ekrios Paladin#Radiance of the Sun|Radiance of the Sun]] || 20th || You can transform to emit light, allow allies to Help as a Bonus Action, make your single target buffing Spells more powerful, and [[Ekrios Conditions#Blind|Blind]] enemies
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Light Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Faerie Fire|Faerie Fire]], [[Ekrios Level 1#Halo of Glory|Halo of Glory]]
|-
| 5th || [[Ekrios Level 2#Flame Blade|Flame Blade]], [[Ekrios Level 2#Lesser Restoration|Lesser Restoration]]
|-
| 9th || [[Ekrios Level 3#Beacon of Hope|Beacon of Hope]], [[Ekrios Level 3#Daylight|Daylight]]
|-
| 13th || [[Ekrios Level 4#Aura of Purity|Aura of Purity]], [[Ekrios Level 4#Freedom of Movement|Freedom of Movement]]
|-
| 17th || [[Ekrios Level 5#Dawn|Dawn]], [[Ekrios Level 5#Wall of Light|Wall of Light]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Light Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Glorious Radiance.''' As an Action, you can use your Channel Divinity to imbue a number of objects being worn or carried by wiling creatures within 30ft of you equal to your Charisma Modifier with light. For the next 10 minutes, the objects shed Bright Light out to a Range of 30ft, and Dim Light an additional 30ft. The light can be colored as you like, and acts as daylight. Completely covering an object with something opaque blocks the Light, and you can end the effect as an Action. While you are in the Bright Light emitted by one of these objects, you can use that Bright Light as a Paladin Spellcasting Focus without needing to hold it in one of your hands. Additionally, when you cast a Paladin Spell that targets a single willing creature other than you while you are in the Bright Light, you can target an additional willing creature that is in that Bright Light or a connected Radius of Bright Light.
*'''Blinding Glory''' As an Action, you can use your Channel Divinity to flash in a glorious display. All creatures of your choice within 30ft of you must make a Constitution Saving Throw. On a failed Save, a creature is [[Ekrios Conditions#Blinded|Blinded]] until the end of your next turn and takes Radiant Damage equal to your Paladin Level. Additionally, any creature of your choice that is Possessed or Dominated that fails the Save has that effect ended.
<br>
==== Aura of Light ====
''7th Level Oath of Light Feature''<br>
You begin shining gloriously to comfort and assist your friends. You give off Bright Light out to a certain Range. As an Action, you can set the distance of this Range and change the color of the light, and it acts as daylight. The minimum distance of the Range is 0ft, and the maximum is 10ft. You also shed Dim Light of the same color for an additional number of feet equal to the Range of Bright Light. Creatures of your choice in the Bright Light can take the Help Action as a Bonus Action.<br>
When you reach 18th Level in this class, the maximum Range of this Bright Light increases to 30ft.
<br><br>
==== Protective Blessings ====
''15th Level Oath of Light Feature''<br>
When you cast a Spell of 1st Level or higher that targets one or more other willing creatures, each of those creatures gain a number of Temporary Hit Points equal to your Charisma Modifier.
<br><br>
==== Radiance of the Sun ====
''20th Level Oath of Light Feature''<br>
You undergo a transformation and embody the pure light of the sun as a Bonus Action. You gain the following benefits for 1 minute:
*You emit Bright Light out to a Range of 120ft and Dim Light an additional 120ft. All creatures of your choice in this Bright Light gain the benefits of all of your Aura features.
*Whenever you cast a Paladin Spell of 4th Level or lower that targets one willing creature other you, that Spell is instead cast at 5th Level.
*Whenever you cast a Paladin Spell, all creatures of your choice within 120ft of you make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Ekrios Conditions#Blinded|Blinded]] until the end of your next turn.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Purification ==
In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it — evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame. Paladins of purification follow these tenets:
*'''Banish the Darkness.''' With darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt I encounter.
*'''Cleanse All, Even Oneself.''' Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like a cancer. If corruption takes hold within my heart, it too must be cleansed before anything else.
*'''Leave No Trace of the Evil.''' If those who come after can glean the truth of my enemies' evil from the ashes I leave, it means the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.
*'''Purity Only Through Pain.''' There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything.
*'''Share the Flame.''' As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night.
<br>
{| class="wikitable"
|+ Purification Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to become on fire that emits light deals Damage to enemies or to end Conditions on a target and set them on fire
|-
| [[Ekrios Paladin#Aura of Warmth|Aura of Warmth]] || 7th || You and nearby allies have Resistance to Cold, Fire, and Poison Damage
|-
| [[Ekrios Paladin#Purge by Fire|Purge by Fire]] || 15th || You can cast Dispel Magic for free when you deal Fire Damage
|-
| [[Ekrios Paladin#Eradicating Flame|Eradicating Flame]] || 20th || You can set fire to a Weapon, it emits light, Attacks Better, deals extra Damage, and [[Ekrios Conditions#Burning|Burns]] targets
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Purification Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Burning Hands|Burning Hands]], [[Ekrios Level 1#Searing Smite|Searing Smite]]
|-
| 5th || [[Ekrios Level 2#Continual Flame|Continual Flame]], [[Ekrios Level 2#Heat Metal|Heat Metal]]
|-
| 9th || [[Ekrios Level 3#Draconic Stride|Draconic Stride]], [[Ekrios Level 3#Minute Meteors|Minute Meteors]]
|-
| 13th || [[Ekrios Level 4#Fire Shield|Fire Shield]], [[Ekrios Level 4#Wall of Fire|Wall of Fire]]
|-
| 17th || [[Ekrios Level 5#Holy Weapon|Holy Weapon]], [[Ekrios Level 5#Immolation|Immolation]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Purification Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Cloaked in Fire.''' You can use your Channel Divinity to wreathe yourself in magical golden flames. As an Action, you become surrounded with fire that scorches your foes without harming you or your equipment. Every creature of your choice within 10ft of you must make a Dexterity Saving Throw. On a failed Save, a creature takes Fire Damage equal to 2d6 + half your Paladin Level, or half as much Damage on a successful Save. Until the start of your next turn, the flames continue to burn, shedding Bright Light out to a Range of 20ft, and Dim Light an additional 20ft, and each enemy creature that ends its turn within 10ft of you takes Fire Damage equal to 2d6 + half your Paladin Level.
*'''Purifying Flames.''' You can use your Channel Divinity as an Action to touch a creature with your Holy Symbol and wreath it in purifying fire. The creature loses the [[Ekrios Conditions#Blinded|Blinded]], [[Ekrios Conditions#Charmed|Charmed]], [[Ekrios Conditions#Deafened|Deafened]], [[Ekrios Conditions#Frightened|Frightened]], and [[Ekrios Conditions#Poisoned|Poisoned]] conditions. For each Condition the target loses, it gains [[Ekrios Conditions#Burning|Burning 1 (Fire)]].
<br>
==== Aura of Warmth ====
''7th Level Oath of Purification Feature''<br>
You gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10ft of you have Resistance to Cold, Fire, and Poison Damage.
<br><br>
==== Purge by Fire ====
''15th Level Oath of Purification Feature''<br>
When you deal Fire Damage with a Spell or Paladin feature to a creature you can see within 120ft of you, you can cast the [[Ekrios Level 3#Dispel Magic|Dispel Magic]] Spell on that creature without using an Action, expending a Spell Slot, or requiring Components. You can do this even if you do not have the [[Ekrios Level 3#Dispel Magic|Dispel Magic]] Spell Prepared. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
==== Eradicating Flame ====
''20th Level Oath of Purification Feature''<br>
You can use your Action to ignite one Weapon you are holding with divine flame. For the next 10 minutes, while you are holding the Weapon, it is magical and engulfed in roaring golden fire. The fire sheds Bright Light out to a Range of 20ft and Dim Light an additional 20ft. The fire doesn't harm you or your equipment and cannot be extinguished by normal means.<br>
Melee Attacks you make using the flaming Weapon have Advantage. When you hit on an Attack using the flaming Weapon, the Attack deals an extra 1d10 Fire Damage and 1d10 Radiant Damage, and if the target is flammable or is a creature, it gains [[Ekrios Conditions#Burning|Burning]] 2 (Fire). If Damage from the Attack or the [[Ekrios Conditions#Burning|Burning]] kills a target, the target is turned to ash.<br>
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Redemption ==
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. Paladins of Redemption follow these tenets:
*'''Peace.''' Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
*'''Innocence.''' All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
*'''Patience.''' Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
*'''Wisdom.''' Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
<br>
{| class="wikitable"
|+ Redemption Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to be better at Persuasion or to deal Damage to those that Attack your allies
|-
| [[Ekrios Paladin#Aura of the Guardian|Aura of the Guardian]] || 7th || You can take the Damage of nearby allies
|-
| [[Ekrios Paladin#Protective Spirit|Protective Spirit]] || 15th || You constantly heal when below half health
|-
| [[Ekrios Paladin#Emissary of Redemption|Emissary of Redemption]] || 20th || You have Resistance to all Damage and deal Damage when a creature hurts you, you lose this against a creature if you harm it
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Redemption Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Sanctuary|Sanctuary]], [[Ekrios Level 1#Sleep|Sleep]]
|-
| 5th || [[Ekrios Level 2#Calm Emotions|Calm Emotions]], [[Ekrios Level 2#Hold Person|Hold Person]]
|-
| 9th || [[Ekrios Level 3#Counterspell|Counterspell]], [[Ekrios Level 3#Hypnotic Pattern|Hypnotic Pattern]]
|-
| 13th || [[Ekrios Level 4#Resilient Sphere|Resilient Sphere]], [[Ekrios Level 4#Charm Monster|Charm Monster]]
|-
| 17th || [[Ekrios Level 5#Hold Monster|Hold Monster]], [[Ekrios Level 5#Wall of Force|Wall of Force]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Redemption Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Emissary of Peace.''' As a Bonus Action you can use your Channel Divinity to augment your presence with divine power, granting yourself a +5 bonus to Charisma (Persuasion) Checks you make for the next 10 minutes.
*'''Rebuke the Violent.''' You can use your Channel Divinity to rebuke those who use violence. Immediately after an a creature within 30ft of you deals Damage with an Attack against a creature other than you, you can use your Reaction to force the Attacker to make a Wisdom Saving Throw. On a failed Save, the Attacker takes Radiant Damage equal to the Damage it dealt on its Attack. On a successful Save, it takes half as much Damage.
<br>
==== Aura of the Guardian ====
''7th Level Oath of Redemption Feature''<br>
You can shield others from harm at the cost of your own health. When a creature within 10ft of you takes Damage, you can use your Reaction to magically take that Damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the Damage, and this Damage can't be reduced in any way.
<br><br>
==== Protective Spirit ====
''15th Level Oath of Redemption Feature''<br>
A holy presence mends your wounds in battle. You regain Hit Points equal to 1d6 + half your Paladin Level if you end your turn in combat with fewer than half of your Hit Points remaining and you aren't [[Ekrios Conditions#Incapacitated|Incapacitated]].
<br><br>
==== Emissary of Redemption ====
''20th Level Oath of Redemption Feature''<br>
You become an avatar of peace, which gives you two benefits:
*You have Resistance to all Damage dealt by other creatures.
*Whenever a creature hits you with an Attack, it takes Radiant Damage equal to half the Damage you took from the Attack.
If you Attack a creature, cast a Spell on it, or deal Damage to it by any means but this feature, neither benefit works against that creature until you finish a Long Rest.
<br><br><br>
== Oath of Vengeance ==
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves' guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. Paladins of Vengeance follow these tenets:
*'''Fight the Greater Evil.''' Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
*'''No Mercy for the Wicked.''' Ordinary foes might win my mercy, but my sworn enemies do not.
*'''By Any Means Necessary.''' My qualms can't get in the way of exterminating my foes.
*'''Restitution.''' If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
<br>
{| class="wikitable"
|+ Vengeance Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to freeze Highlings and Undead with fear or to mark a foe for death
|-
| [[Ekrios Paladin#Relentless Avenger|Relentless Avenger]] || 7th || When you hit on an Opportunity Attack you can move for free without provoking Opportunity Attacks
|-
| [[Ekrios Paladin#Soul of Vengeance|Soul of Vengeance]] || 15th || When a foe you mark for death with your Channel Divinity Attacks, you can Attack it
|-
| [[Ekrios Paladin#Avenging Angel|Avenging Angel]] || 20th || You can transform to fly, [[Ekrios Conditions#Frighten|Frighten]] enemies, and be better at Attacking [[Ekrios Conditions#Frightened|Frightened]] enemies
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Vengeance Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Bane|Bane]], [[Ekrios Level 1#Hunter's Mark|Hunter's Mark]]
|-
| 5th || [[Ekrios Level 2#Hold Person|Hold Person]], [[Ekrios Level 2#Misty Step|Misty Step]]
|-
| 9th || [[Ekrios Level 3#Barrow Haze|Barrow Haze]], [[Ekrios Level 3#Slow|Slow]]
|-
| 13th || [[Ekrios Level 4#Banishment|Banishment]], [[Ekrios Level 4#Dimension Door|Dimension Door]]
|-
| 17th || [[Ekrios Level 5#Hold Monster|Hold Monster]], [[Ekrios Level 5#Scrying|Scrying]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Vengeance Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Abjure Enemy.''' As an Action, you present your Holy Symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60ft of you that you can see. That creature must make a Wisdom Saving Throw, unless it is Immune to being [[Ekrios Conditions#Frightened|Frightened]]. Highlings and Undead have Disadvantage on this Saving Throw. On a failed Save, the creature is [[Ekrios Conditions#Frightened|Frightened]] of you for 1 minute or until it takes any Damage. While [[Ekrios Conditions#Frightened|Frightened]] in this way, the creature's Speed is reduced to 0, and it can't benefit from any bonus to its Speed. On a successful Save, the creature is [[Ekrios Conditions#Slowed|Slowed]] for 1 minute or until it takes any Damage.
*'''Vow of Enmity.''' As a Bonus Action, you can utter a vow of enmity against a creature you can see within 10ft of you, using your Channel Divinity. You gain Advantage on Attack Rolls against that creature for 1 minute or until it drops to 0 Hit Points or falls [[Ekrios Conditions#Unconscious|Unconscious]].
<br>
==== Relentless Avenger ====
''7th Level Oath of Vengeance Feature''<br>
Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can move up to half your Speed immediately after the Attack and as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.<br>
When you reach 18th Level in this class, you can move up to your Speed as part of this Reaction instead of half your Speed.
<br><br>
==== Soul of Vengeance ====
''15th Level Oath of Vengeance Feature''<br>
The authority with which you speak your Vow of Enmity Channel Divinity Option gives you greater power over your foe. When a creature under the effect of your Vow of Enmity Channel Divinity Option makes an Attack, you can use your Reaction to make a Melee Weapon Attack against that creature if it is within Range.
<br><br>
==== Avenging Angel ====
''20th Level Oath of Vengeance Feature''<br>
You can assume the form of an angelic avenger. Using your Bonus Action, you undergo a transformation. For 1 hour, you gain the following benefits:
*Wings sprout from your back and grant you a Flying Speed of 60ft.
*You emanate an aura of menace in a 30ft Radius. The first time a creature of your choice enters the aura or starts its turn there during combat, that creature must succeed on a Wisdom Saving Throw or become [[Ekrios Conditions#Frightened|Frightened]] of you for 1 minute or until it takes any Damage. Attack Rolls against the [[Ekrios Conditions#Frightened|Frightened]] creature have Advantage.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== Oath of Watchers ==
The Oath of Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle. Paladins of the Watch follow these tenets:
*'''Vigilance.''' The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
*'''Loyalty.''' Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
*'''Discipline.''' You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
<br>
{| class="wikitable"
|+ Watchers Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can use your Channel Divinity to buff your allies Saving Throws or to make Aberrations, Elementals, Fey, and Highlings, run away
|-
| Aura of the Sentinel || 7th || You and nearby allies are better at Initiative Rolls
|-
| Vigilant Rebuke || 15th || You can deal Damage to enemies that force Saving Throws
|-
| Mortal Bulwark || 20th || You can transform to get Truesight, be better at Attacking Aberrations, Elementals, Fey, and Highlings, and banish foes you hit
|}
<br>
==== Oath Spells ====
''3rd Level Oath of Watchers Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Alarm|Alarm]], [[Ekrios Level 1#Detect Magic|Detect Magic]]
|-
| 5th || [[Ekrios Level 2#Moonbeam|Moonbeam]], [[Ekrios Level 2#See Invisibility|See Invisibility]]
|-
| 9th || [[Ekrios Level 3#Counterspell|Counterspell]], [[Ekrios Level 3#Nondetection|Nondetection]]
|-
| 13th || [[Ekrios Level 4#Aura of Purity|Aura of Purity]], [[Ekrios Level 4#Banishment|Banishment]]
|-
| 17th || [[Ekrios Level 5#Hold Monster|Hold Monster]], [[Ekrios Level 5#Scrying|Scrying]]
|}
<br>
==== Channel Divinity ====
''3rd Level Oath of Watchers Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
*'''Watcher's Will.''' You can use your Channel Divinity to invest your presence with the warding power of your faith. As an Action, you can choose a number of creatures you can see within 30ft of you, up to a number equal to your Charisma Modifier. For 1 minute, you and the chosen creatures have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.
*'''Abjure the Extraplanar.''' You can use your Channel Divinity to castigate unworldly beings. As an Action, you present your Holy Symbol and each Aberration, Elemental, Fey, or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Ekrios Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Ekrios Conditions#Incapacitated|Incapacitated]]. While [[Ekrios Conditions#Dazed|Dazed]] in this way, the 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 30ft of you that would be closer than its current space.
<br>
==== Aura of the Sentinel ====
''7th Level Oath of Watchers Feature''<br>
You emit an aura of alertness while you aren't [[Ekrios Conditions#Incapacitated|Incapacitated]]. All creatures of your choice within 10ft of you gain a bonus to their Initiative Rolls equal to your Proficiency Bonus.
<br><br>
==== Vigilant Rebuke ====
''15th Level Oath of Watchers Feature''<br>
You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30ft of you succeeds on an Intelligence, a Wisdom, or a Charisma Saving Throw, you can use your Reaction to deal Force Damage to the creature that forced the Saving Throw equal to 2d8 + your Charisma Modifier.
<br><br>
==== Mortal Bulwark ====
''20th Level Oath of Watchers Feature''<br>
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute:
*You gain Truesight out to a Range of 120ft.
*You have Advantage on Attack Rolls against Aberrations, Elementals, Fey, and Highlings.
*When you deal Damage to a creature with an Attack, you can also force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful Save, the creature can't be banished by this feature for 24 hours.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>
== The Oathless ==
Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards, but not all who falter become paragons of evil. These paladins are known as the Oathless, those who abandon their divinely appointed cause. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, some turn evil and use their power to dominate others, while others fall into despair.<br>
An Oathless paladin owes allegiance to no one. They hold to no tenets and are loyal to nothing but themselves. Oathless paladins are often selfish, with their own safety and power being their only concern. These lost warriors won't hesitate to obtain what they desire, even at the expense of others.
<br><br>
{| class="wikitable"
|+ Oathless Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Ekrios Paladin#Oath Spells|Oath Spells]] || 3rd || You gain free bonus Spells
|-
| [[Ekrios Paladin#Channel Divinity|Channel Divinity]] || 3rd || You can choose two of six Channel Divinity Options based on your shifting morality
|-
| [[Ekrios Paladin#Unorthodox Focus|Unorthodox Focus]] || 3rd || You can choose your Spellcasting Focus at the end of each Long Rest
|-
| [[Ekrios Paladin#Power of the Oathless|Power of the Oathless]] || 7th || You can choose one of three Reactions based on your shifting morality
|-
| [[Ekrios Paladin#Fluid Protection|Fluid Protection]] || 15th || You are better at defending against creatures that have different values than you
|-
| [[Ekrios Paladin#Paragon of the Oathless|Paragon of the Oathless]] || 20th || You can transform to gain three of nine benefits based on your shifting morality
|}
<br>
==== Oath Spells ====
''3rd Level The Oathless Feature''<br>
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || [[Ekrios Level 1#Cure Wounds|Cure Wounds]], [[Ekrios Level 1#Hellish Rebuke|Hellish Rebuke]]
|-
| 5th || [[Ekrios Level 2#Invisibility|Invisibility]], [[Ekrios Level 2#Silence|Silence]]
|-
| 9th || [[Ekrios Level 3#Healing Wave|Healing Wave]], [[Ekrios Level 3#Vampiric Touch|Vampiric Touch]]
|-
| 13th || [[Ekrios Level 4#Confusion|Confusion]], [[Ekrios Level 4#Greater Renewal|Greater Renewal]]
|-
| 17th || [[Ekrios Level 5#Mislead|Mislead]], [[Ekrios Level 5#Taboo|Taboo]]
|}
<br>
==== Channel Divinity ====
''3rd Level The Oathless Channel Divinity Options''<br>
When you finish a Long Rest, choose two of the following Channel Divinity Options to have available until you finish your next Long Rest:
*'''Coward's Escape.''' A a Bonus Action, you grasp your Holy Symbol, forcing a creature within 60ft of you that you can see to make a Wisdom Saving Throw. on a failed Save, the target cannot sense your presence in any way, ending early if you attack the creature or target it with a spell.
*'''Selfish Restoration.''' At the start of your turn you can invoke this Channel Divinity  to end one of the following Conditions currently affecting you: [[Ekrios Conditions#Charmed|Charmed]], [[Ekrios Conditions#Frightened|Frightened]], [[Ekrios Conditions#Paralyzed|Paralyzed]], [[Ekrios Conditions#Poisoned|Poisoned]], or [[Ekrios Conditions#Stunned|Stunned]]. Alternatively, you can choose to immediately Regain Hit Points equal to your Paladin Level + your Charisma Modifier.
*'''Control Undead.''' As an Action, you target an Undead you can see within 30ft of you. That creature must make a Wisdom Saving Throw. On a failed Save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity Option again. An undead whose CR is equal to or greater than your Paladin Level is unaffected by this Channel Divinity Option.
*'''Dreadful Aspect.''' As an Action, you use your Channel Divinity to embody darkness and focus it into a magic burst of power. Choose any number of creatures within 30ft of you that can see you, those creatures must make a Wisdom Saving Throw, becoming [[Ekrios Conditions#Frightened|Frightened]] of you for 1 minute on a failed Save. While [[Ekrios Conditions#Frightened|Frightened]] in this way, a creature that is more than 30ft away from you can repeat the Save at the end of its turn, ending the effect on a successful Save.
*'''Erratic Protection.''' As an Action, you can use your Channel Divinity to embody the light remaining within you to protect those who might have been scorned by your previous oath. Choose a number of creatures equal to your Charisma Modifier. Each of the chosen creatures heal a number of Hit Points equal to a number of d8s equal to your Proficiency Bonus, and gain a +2 bonus to their AC for 1 minute.
*'''Vengeance of the Righteous.''' As a Reaction when a creature you can see imposes a Saving Throw on a creature other than you, you can use your Channel Divinity to force the target must make a Charisma Saving Throw or be [[Ekrios Conditions#Stunned|Stunned]] until the end of your next turn.
<br>
==== Unorthadox Focus ====
''3rd Level The Oathless Feature''<br>
You have broken away from normal Paladins, thus, you channel your magic in a differnet way. At the end of a Long Rest, you can choose a Tiny Object. That item serves as a Spellcasting Focus for your Paladin Spels until you finish your next Long Rest.
<br><br>
==== Power of the Oathless ====
''7th Level The Oathless Feature''<br>
You have gained a specific power, that shifts as your goals, ideals, and actions shift, for without an Oath, your power is fluid like water. When you finish a Long Rest, choose one of the following features, you gain that feature until your next Long Rest:
*'''Devious Counter.''' You have learned to disable foes who threaten you. When a creature misses you with an Attack, you can use your Reaction to force it to make a Dexterity Saving Throw. On a failed Save, that creature is knocked [[Ekrios Conditions#Prone|Prone]] and its Speed is reduced to 0 until the start of your next turn.
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.
*'''Power of Hate.''' When a Highling, Humanoid, or Undead within 30ft of you hits a creature with an Attack, you can use your Reaction to give that Attack a bonus to Damage equal to your Proficiency Bonus + your Charisma Modifier.
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.
*'''Retributive Purpose.''' When a creature deals Damage to another creature, you can use your Reaction to force it to make a Charisma Saving Throw, on a failed Save, that creature is [[Ekrios Conditons#Blinded|Blinded]], [[Ekrios Conditions#Deafened|Deafened]], and [[Ekrios Conditions#Slowed|Slowed]] until the end of your next turn.<br>
:When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.<br>
<br>
==== Fluid Protection ====
''15th Level The Oathless Feature''<br>
Your Oathless power shifts to protect you in different ways, and guard you from assault. When a creature with a different alignment than yours deals Damage to you, you can use your Reaction to gain Resistance to the Damage of that Attack.
<br><br>
==== Paragon of the Oathless ====
''20th Level The Oathless Feature''<br>
You can use a Bonus Action to become the purest form of the ideals you stand for, gaining the following benefits for 1 minute:
*You become [[Ekrios Conditions#Invisible|Invisible]], emit Bright Light out to a Range of 30ft, or gain Truesight out to a Range of 30ft (your choice).
*You can take the Dash or Hide Action as a Bonus Action, creatures that rely on sight have Disadvantage on Attack Rolls against creatures of your choice within 30ft of you, or all creatures of your choice within 30ft of you gain a +2 Bonus to AC (your choice).
*When a creature within 30ft of you makes a Saving Throw, you can grant it Advantage or Disadvantage (your choice).
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
<br><br><br>