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*In addition, for the duration, you have advantage on saving throws against spells cast by highlings or undead.
*In addition, for the duration, 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.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


=== Oath of the Dynamo ===
=== Oath of the Dynamo ===

Revision as of 13:15, 23 August 2022

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.

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.

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.

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.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Divine Sense, Lay On Hands 0
2nd +2 Fighting Style, Spellcasting, Divine Smite 300
3rd +2 Sacred Oath, Divine Health, Channel Divinity 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack 6,000
6th +3 Aura of Protection 10,000
7th +3 Sacred Oath Feature 20,000
8th +3 Ability Score Improvement 40,000
9th +4 - 60,000
10th +4 Aura of Courage 80,000
11th +4 Improved Divine Smite 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Cleansing Touch 160,000
15th +5 Sacred Oath Feature 180,000
16th +5 Ability Score Improvement 200,000
17th +6 - 225,000
18th +6 Aura Improvement 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Sacred Oath Feature 350,000

Class Information.

Hit Dice. 1d10 per paladin level
1st Level Hitpoints. 10 + your Constitution modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons.
Tool Proficiencies. None
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment. A Simple or Martial Weapon, a Shield or a Simple or Martial Weapon, five Javelins or a Simple Weapon, an Equipment Pack, Chain Mail, and a Holy Symbol

Divine Sense. Starting at 1st level, 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 60 feet of you that is not behind total cover. You know the type (aberration, highling or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands. Also starting at 1st level, 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 × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Fighting Style. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.

Blessed Warrior You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Blind Fighting. You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting. You gain the ability to cast spells at 2nd level.

Spellcasting Ability. Charisma
Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
Spellcasting Focus. A Holy Symbol
Spell Learning Method. Whenever you finish a long rest, you prepare a number of spells equal to 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.
Level and Spells Slots per level
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

Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration, to a maximum of 6d8.

Channel Divinity. At 3rd level, you gain the ability to harness the power of Tiamat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain some 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.

Divine Health. By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.

Aura of Protection. Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Aura of Courage. Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Improved Divine Smite. By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch. Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements. At 18th level, the range of Aura of Protection, Aura of Courage, and the Aura granted by your Sacred Oath is increased to 30ft.

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Ancients table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak With Animals
5th Misty Step, Moonbeam
9th Plant Growth, Protection From Energy
13th Ice Storm, Stoneskin
17th Commune With Nature

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and highlings to hear. As an action, you present your holy symbol, and each fey or highling within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding. Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel. Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion. At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  • Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the 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.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Crown table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Feat
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person

Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest. Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke. Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror. At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Crown table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas

Channel Divinity. When you take this oath at 3rd level, you gain the following Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance. Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Unyielding Spirit. Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion. At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Oath of the Devoted

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.

Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Devoted table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring highlings and undead, using your Channel Divinity. Each highling or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Devotion. Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit. Beginning at 15th level, you are always under the effects of Protection From Evil and Good.

Holy Nimbus. At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. While this Nimbus is active, you gain the following benefit:

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
  • In addition, for the duration, you have advantage on saving throws against spells cast by 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.

Oath of the Dynamo

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 a god 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.

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.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Dynamo table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Sudden Spark, Thunderwave
5th Branding Smite, Jolt of Pain
9th Lightning Arrow, Lightning Bolt
13th Holy Glare, Sickening Radiance
17th Destructive Wave, Fingers of Lightning

Divine Conduit. Starting at 3rd level, your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast that normally deal radiant or necrotic damage instead deal that much lightning damage. When your Divine Smite or a paladin spell you cast deals lightning damage to a fiend or undead, it ignores resistance to lightning damage.

Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it.

Channel Divinity. When you take this oath at 3rd level, you also gain the following two Channel Divinity options.

Convert Energy. When a creature or object within 60 feet 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 the target by an amount equal to 5 times your paladin level (to a minimum of 0 damage) and the target 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.
Magnetic Momentum. As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction.

Aura of Induction. At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when an affected creature hits with a weapon attack, you can cause the attack to deal bonus lightning damage equal to your paladin level divided by 3. Once you have done this, you can't do so again until the start of your next turn. At 18th level, the range of this aura increases to 30 feet.

Static Charge. Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1).

Magnetic Field When you reach 20th level, you can magically surround yourself in a barrier of magnetic force as an action. For 1 minute, you have a magnetic field that extends 30 feet 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 30 foot flying speed as long as you are wearing metal armor.
  • Earth elementals, metal constructs, and enemy creatures wearing metal armor must spend 3 feet of speed for every 1 foot of movement in the area.
  • 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 saving throw, the target is knocked prone and you can choose to push it up to 10 feet in any direction.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Glorious

Paladins who take the Oath of the Glorious 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.

Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are But Tests. Face hardships with courage, and encourage your allies to face them with you.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Glorious table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection From Energy
13th Compulsion, Freedom of Movement
17th Commune, Flame Strike

Channel Divinity. At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity. At 7th level you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. When you reach 18th level in this class, the range of the aura increases to 10 feet.

Glorious Defense. At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Living Legend. At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Purifier

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.

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.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Purifier table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Burning Hands, Searing Smite
5th Continual Flame, Heat Metal
9th Daylight, Minute Meteors
13th Fire Shield, Wall of Fire
17th Flame Strike, Great Restoration

Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Cloaked in Fire. You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level.
Purifying Flames. You can use your Channel Divinity to imbue a target with purifying flame that does not burn them. As an action, you fill one creature that you can see within 60 feet of you with divine fire, and any creatures that are inside the target's body or possessing the target take fire damage equal to twice your paladin level. You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned. In addition, the target has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack before the end of your next turn, the attack deals bonus fire damage equal to your paladin level + your Charisma modifier (minimum +1).

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

Purge by Fire. Starting at 15th level, when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast dispel magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have dispel magic prepared. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Eradicating Flame. When you reach 20th level, you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The fire doesn't harm you or your equipment and cannot be extinguished by normal means.
Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until someone takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, the target is turned to ash.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Redeemed

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.

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.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of Glory table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke’s Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force

Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian. Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Protective Spirit. Starting at 15th level, a holy presence mends your wounds in 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 incapacitated.

Emissary of Redemption. At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take 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.

Oath of the Vengeful

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.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of Vengeance table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Bane, Hunter’s Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Highlings and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger. By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance. Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel. At 20th level, you can assume the form of an angelic avenger. Using your 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 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Watchers table. These spells are always known and do not count against the amount of spells you prepare.

Oath Spells
Paladin Level Spells
3rd Alarm, Detect Magic
5th Moonbeam, See Invisibility
9th Counterspell, Nondetection
13th Aura of Purity, Banishment
17th Hold Monster, Scrying

Channel Divinity. At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, elemental, fey, or highling within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Aura of the Sentinel. At 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke. At 15th level, you’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal Force Damage to the creature that forced the saving throw equal to 2d8 + your Charisma modifier.

Mortal Bulwark. At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain Truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, elementals, fey, and highlings.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Characters

Varyano, the Hobgoblin Paladin