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.
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.
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.
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.
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.
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 (increase to 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 Round Shield or a Weapons or Martial Weapon, five Javelins or a Simple Weapon, an Equipment Pack, Chain Mail, and a Holy Symbol
Feature | Level | Quick Explanation |
---|---|---|
Divine Sense | 1st | You can sense the presence of Aberrations, Highlings, and Undead |
Lay on Hands | 1st | You can heal creatures and cure them of Disease and Poison |
Fighting Style | 2nd | You choose a way of fighting that you're good at |
Spellcasting | 2nd | You gain half Spellcasting that uses Charisma and Preparing Spells |
Divine Smite | 2nd | You can spend Spell Slots to deal extra Damage on your Attacks |
Sacred Oath | 3rd | You choose your subclass, and gain features at 3rd, 7th, 15th, and 20th Level |
Divine Health | 3rd | You become immune to disease |
Channel Divinity | 3rd | You gain a few divine abilities that you can use |
Ability Score Improvements | 4th | You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level |
Extra Attack | 5th | You make an additional Attack every time you take the Attack Action |
Aura of Protection | 6th | You and your nearby allies have better Saving Throws |
Aura of Courage | 10th | You and your nearby allies can't be Frightened |
Improved Divine Smite | 11th | You deal more Damage with every Attack |
Cleansing Touch | 14th | You can end Spells targeting creatures |
Aura Improvement | 18th | Your Auras' Range increase |
Divine Sense
1st Level Paladin Feature
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.
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, regaining expended uses when you finish a Long Rest.
Lay on Hands
1st Level Paladin Feature
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin Level x 5.
As an Action, you can touch a creature and draw power from the pool to restore any 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 Poison 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
2nd Level Paladin Feature
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 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 Two-Handed or Versatile 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 Shields or a 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 Prone.
- Pit Fighting. You have trained to fight with obscure, and underrated weapons, gaining the following Weapons:
- For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
- When making an Attack with a 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 Net or a Tridents, you can draw a Net or 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 Shield.
- Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other 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 Weapon or 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 Grappled by you.
- Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile 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.
Spellcasting
2nd Level Paladin Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. A Holy Symbol
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.
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
2nd Level Paladin Feature
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.
Divine Health
3rd Level Paladin Feature
The divine magic flowing through you makes you immune to disease.
Sacred Oath
3rd, 7th, 15th, and 20th Level Paladin Feature
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.
Sacred Oath | Complexity (1-5) | Description |
---|---|---|
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. |
Oath of Conquests | 1 | You strike fear into your foes as you slaughter them and rebuke those who would dare defy you. |
Oath of Corsairs | 2 | You embody the freedom and brutality of the seas to take charge of your enemies and inspire your allies. |
Oath of Crowns | 2 | You use the command of the crown to claim authority over your foes and protect your allies from enemy assault. |
Oath of Devotion | 1 | Your devotion as a Paladin allows you to smite the unholy and protect your allies from their trickery and corruption. |
Oath of Dynamism | 3 | You become the storm itself, using electricity and magnetism to propel and destroy your foes. |
Oath of Glory | 2 | You use your divine magic to increase your own glory, becoming a paragon of strength and might. |
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. |
Oath of Light | 3 | You shine with radiance, empowering your allies and blinding your enemies as you shape light itself into your magic. |
Oath of Purification | 3 | You purge your enemies with fire and cauterize your allies' wounds, purifying all in flame. |
Oath of Redemption | 2 | You protect your allies and become a paragon of peace to resolve conflicts without becoming an initiator of violence yourself. |
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. |
Oath of Watchers | 2 | You protect your allies from the extraplanar as you rebuke your foes and empower your friends. |
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. |
Channel Divinity
3rd Level Paladin Feature
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.
Ability Score Improvements
4th, 8th, 12th, 16th, and 19th Level Paladin Feature
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 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.
Extra Attack
5th Level Paladin Feature
You can make an additional Attack whenever you take the Attack Action.
Aura of Protection
6th Level Paladin Feature
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 Unconscious.
Aura of Courage
10th Level Paladin Feature
You and creatures of your choice within 10ft of you can't be Frightened as long as you are not Unconscious.
Improved Divine Smite
11th Level Paladin Feature
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.
Cleansing Touch
14th Level Paladin Feature
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, regaining expended uses when you finish a Long Rest.
Aura Improvements
18th Level Paladin Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can use your Channel Divinity to Restrain enemies or force Fey and Highlings to run away |
Aura of Warding | 7th | You and nearby allies have Resistance to Damage dealt by Spells |
Undying Sentinel | 15th | When you would die you can choose to not die instead |
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 |
Oath Spells
3rd Level Oath of Ancients Feature
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.
Paladin Level | Spells |
---|---|
3rd | Ensnaring Strike, Speak with Animals |
5th | Misty Step, Moonbeam |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stockade Sprouts |
17th | Commune with Nature, Tree Stride |
Channel Divinity
3rd Level Oath of Ancients Channel Divinity Options
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 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 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, a creature is Dazed for 1 minute, until it takes any Damage, or if you are Incapacitated. While 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.
Aura of Warding
7th Level Oath of Ancients Feature
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.
Undying Sentinel
15th Level Oath of Ancients Feature
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.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion
20th Level Oath of Ancients Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can use your Channel Divinity to Frighten enemies or hit better |
Aura of Conquest | 7th | Nearby Frightened enemies are slower and take Damage |
Scornful Rebuke | 15th | You deal Damage to creatures that hit you |
Invincible Conquerer | 20th | You can transform to take half Damage, Attack more, and Crit more |
Oath Spells
3rd Level Oath of Conquest Feature
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.
Paladin Level | Spells |
---|---|
3rd | Armor of Faethon, Command |
5th | Hold Person, Spiritual Weapon |
9th | Bestow Curse, Fear |
13th | Dominate Beast, March of Blades |
17th | Cloudkill, Dominate Person |
Channel Divinity
3rd Level Oath of Conquest Channel Divinity Options
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 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 successful Save.
- 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.
Aura of Conquest
7th Level Oath of Conquest Feature
You constantly emanate a menacing Aura while you're not 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.
Scornful Rebuke
15th Level Oath of Conquest Feature
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 Incapacitated.
Invincible Conqueror
20th Level Oath of Conquest Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can use your Channel Divinity to move your allies without provoking Opportunity Attacks or push enemies away |
Aura of Liberation | 7th | You and nearby allies resist restricting effects |
Fury of the Seas | 15th | You deal Damage to creatures that hit you |
Grand Captain | 20th | You can transform to become Immune to Cold, Lightning, and Thunder Damage, cast the Command Spell freely and quickly, and knock enemies Prone |
Oath Spells
3rd Level Oath of Corsairs Feature
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.
Paladin Level | Spells |
---|---|
3rd | Fog Cloud, Zephyr Strike |
5th | Warding Wind, Locate Object |
9th | Thunder Step, Tidal Wave |
13th | Control Water, Storm Sphere |
17th | Control Winds, Maelstrom |
Channel Divinity
3rd Level Oath of Corsairs Channel Divinity Options
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.
Aura of Liberation
7th Level Oath of Corsairs Feature
You fill nearby creatures with the energy of movement. While you're not Incapacitated, you and creatures of your choice within 10ft of you cannot be Grappled or Restrained, and ignore penalties to Speed and Attacks while underwater. Creatures that are already Grappled or Restrained when they enter the Aura can spend 5ft of movement to automatically escape unless they are bound by magical restraints.
Fury of the Seas
15 Level Oath of Corsairs Feature
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.
Grand Captain
20th Level Oath of Corsairs Feature
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 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 Prone on a failed Save.
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 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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 Paralyzed and Stunned |
Exalted Champion | 20th | You can transform to take less Damage, give yourself and allies Advantage on Death and Wisdom Saving Throws |
Oath Spells
3rd Level Oath of Crowns Feature
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.
Paladin Level | Spells |
---|---|
3rd | Command, Compelled Duel |
5th | Warding Bond, Air Strike Shield |
9th | Aura of Vitality, Martyr's Bargain |
13th | Banishment|Banishment, Guardian of Faith |
17th | Circle of Power, Taboo |
Channel Divinity
3rd Level Oath of Crowns Channel Divinity Options
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 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.
Aura of Allegiance
7th Level Oath of Crowns Feature
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.
Unyielding Spirit
15th Level Oath of Crowns Feature
You have Advantage on Saving Throws to avoid becoming Paralyzed or Stunned.
Exalted Champion
20th Level Oath of Crowns Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Aura of Devotion | 7th | You and nearby allies can't be Charmed |
Purity of Spirit | 15th | You gain a permanent version of the Protection from Evil and Good Spell |
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 |
Oath Spells
3rd Level Oath of Devotion Feature
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.
Paladin Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Martyr's Bargain |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Heavenly Pillar |
Channel Divinity
3rd Level Oath of Devotion Channel Divinity Options
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 Dazed for 1 minute, until it takes any Damage, or if you are Incapacitated. While 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.
Aura of Devotion
7th Level Oath of Devotion Feature
You and creatures of your choice within 10ft of you can't be Charmed if you aren't Unconscious.
Purity of Spirit
15th Level Oath of Devotion Feature
You are always under the effects of the Protection from Evil and Good Spell.
Holy Nimbus
20th Level Oath of Devotion Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Aura of Induction | 7th | You and nearby allies have Resistance to Lightning Damage and deal extra Lightning Damage |
Static Charge | 15th | You deal more Lightning Damage with Spells, and deal extra Lightning Damage after you use Divine Smite |
Magnetic Field | 20th | You can transform to harry Attacks made with metal Weapons, fly, slow metallic enemies, and push enemies around and knock them Prone |
Oath Spells
3rd Level Oath of Dynamism Feature
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.
Paladin Level | Spells |
---|---|
3rd | Sudden Spark, Witch Bolt |
5th | Jolt of Pain, Gale Weapons |
9th | Lightning Arrow, Lightning Bolt |
13th | Storm Sphere, Wind Funnel |
17th | Fingers of Lightning, Blazing Thunderbolt Strike |
Channel Divinity
3rd Level Oath of Dynamism Channel Divinity Options
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.
Aura of Induction
7th Level Oath of Dynamism Feature
You gain an Aura like a static field around you and your allies. While you are not 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.
Static Charge
15th Level Oath of Dynamism Feature
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.
Magnetic Field
20th Level Oath of Dynamism Feature
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 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 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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Aura of Alacrity | 7th | You and nearby allies are faster |
Glorious Defense | 15th | You can protect yourself and nearby allies, and hit enemies that would Attack your or your allies |
Living Legend | 20th | You can transform to look awesome, hit when you would miss, and reroll Saving Throws |
Oath Spells
3rd Level Oath of Glory Feature
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.
Paladin Level | Spells |
---|---|
3rd | Guiding Bolt, Halo of Glory |
5th | Enhance Ability, Magic Weapon |
9th | Haste, Protection From Energy |
13th | Compulsion, Freedom of Movement |
17th | Holy Weapon, Shining Armor |
Channel Divinity
3rd Level Oath of Glory Channel Divinity Options
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.
Aura of Alacrity
7th Level Oath of Glory Feature
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 Incapacitated, your Speed and Speed of all creatures of your choice within 10ft of you increases by 10ft.
Glorious Defense
15th Level Oath of Glory Feature
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.
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
Living Legend
20th Level Oath of Glory Feature
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.
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.
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.
- 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.
- 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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Aura of Inquisition | 7th | Nearby enemies are worse at Stealth and can't be Invisible |
Iron Will | 15th | You're Immune to Charm and Attack enemies that try Charm you |
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 |
Oath Spells
3rd Level Oath of Inquisition Feature
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.
Paladin Level | Spells |
---|---|
3rd | Charm Person, Command |
5th | Zone of Truth, Detect Thoughts |
9th | Clairvoyance, Fear |
13th | Arcane Eye, Locate Creature |
17th | Modify Memory, Scrying |
Channel Divinity
3rd Level Oath of Inquisition Channel Divinity Options
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.
Aura of Inquisition
7th Level Oath of Inquisition Feature
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 Invisible.
Iron Will
15th Level Oath of Inquisition Feature
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 Charmed Condition and when you succeed on a Saving Throw that would attempt to 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.
Grand Inquisitor
20th Level Oath of Inquisition Feature
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.
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 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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 Blind and Damage enemies |
Aura of Light | 7th | You produce daylight and your allies can Help as a Bonus Action |
Protective Blessings | 15th | You can give your allies Temporary Hit Points with your buffing Spells |
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 Blind enemies |
Oath Spells
3rd Level Oath of Light Feature
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.
Paladin Level | Spells |
---|---|
3rd | Faerie Fire, Halo of Glory |
5th | Flame Blade, Lesser Restoration |
9th | Beacon of Hope, Daylight |
13th | Aura of Purity, Freedom of Movement |
17th | Dawn, Wall of Light |
Channel Divinity
3rd Level Oath of Light Channel Divinity Options
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 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.
Aura of Light
7th Level Oath of Light Feature
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.
When you reach 18th Level in this class, the maximum Range of this Bright Light increases to 30ft.
Protective Blessings
15th Level Oath of Light Feature
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.
Radiance of the Sun
20th Level Oath of Light Feature
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 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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Aura of Warmth | 7th | You and nearby allies have Resistance to Cold, Fire, and Poison Damage |
Purge by Fire | 15th | You can cast Dispel Magic for free when you deal Fire Damage |
Eradicating Flame | 20th | You can set fire to a Weapon, it emits light, Attacks Better, deals extra Damage, and Burns targets |
Oath Spells
3rd Level Oath of Purification Feature
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.
Paladin Level | Spells |
---|---|
3rd | Burning Hands, Searing Smite |
5th | Continual Flame, Heat Metal |
9th | Draconic Stride, Minute Meteors |
13th | Fire Shield, Wall of Fire |
17th | Holy Weapon, Immolation |
Channel Divinity
3rd Level Oath of Purification Channel Divinity Options
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 Blinded, Charmed, Deafened, Frightened, and Poisoned conditions. For each Condition the target loses, it gains Burning 1 (Fire).
Aura of Warmth
7th Level Oath of Purification Feature
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.
Purge by Fire
15th Level Oath of Purification Feature
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 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 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.
Eradicating Flame
20th Level Oath of Purification Feature
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.
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 Burning 2 (Fire). If Damage from the Attack or the Burning 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 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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can use your Channel Divinity to be better at Persuasion or to deal Damage to those that Attack your allies |
Aura of the Guardian | 7th | You can take the Damage of nearby allies |
Protective Spirit | 15th | You constantly heal when below half health |
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 |
Oath Spells
3rd Level Oath of Redemption Feature
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.
Paladin Level | Spells |
---|---|
3rd | Sanctuary, Sleep |
5th | Calm Emotions, Hold Person |
9th | Counterspell, Hypnotic Pattern |
13th | Resilient Sphere, Charm Monster |
17th | Hold Monster, Wall of Force |
Channel Divinity
3rd Level Oath of Redemption Channel Divinity Options
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.
Aura of the Guardian
7th Level Oath of Redemption Feature
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.
Protective Spirit
15th Level Oath of Redemption Feature
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
20th Level Oath of Redemption Feature
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can use your Channel Divinity to freeze Highlings and Undead with fear or to mark a foe for death |
Relentless Avenger | 7th | When you hit on an Opportunity Attack you can move for free without provoking Opportunity Attacks |
Soul of Vengeance | 15th | When a foe you mark for death with your Channel Divinity Attacks, you can Attack it |
Avenging Angel | 20th | You can transform to fly, Frighten enemies, and be better at Attacking Frightened enemies |
Oath Spells
3rd Level Oath of Vengeance Feature
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.
Paladin Level | Spells |
---|---|
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Barrow Haze, Slow |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
Channel Divinity
3rd Level Oath of Vengeance Channel Divinity Options
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 Frightened. Highlings and Undead have Disadvantage on this Saving Throw. On a failed Save, the creature is Frightened of you for 1 minute or until it takes any Damage. While 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 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 Unconscious.
Relentless Avenger
7th Level Oath of Vengeance Feature
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.
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.
Soul of Vengeance
15th Level Oath of Vengeance Feature
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.
Avenging Angel
20th Level Oath of Vengeance Feature
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 Frightened of you for 1 minute or until it takes any Damage. Attack Rolls against the Frightened creature have Advantage.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th Level Spell Slot to use it again.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
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 |
Oath Spells
3rd Level Oath of Watchers Feature
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.
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
3rd Level Oath of Watchers Channel Divinity Options
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 Dazed for 1 minute, until it takes any Damage, or if you are Incapacitated. While 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.
Aura of the Sentinel
7th Level Oath of Watchers Feature
You emit an aura of alertness while you aren't Incapacitated. All creatures of your choice within 10ft of you gain a bonus to their Initiative Rolls equal to your Proficiency Bonus.
Vigilant Rebuke
15th Level Oath of Watchers Feature
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.
Mortal Bulwark
20th Level Oath of Watchers Feature
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.
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.
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.
Feature | Level | Quick Explanation |
---|---|---|
Oath Spells | 3rd | You gain free bonus Spells |
Channel Divinity | 3rd | You can choose two of six Channel Divinity Options based on your shifting morality |
Unorthodox Focus | 3rd | You can choose your Spellcasting Focus at the end of each Long Rest |
Power of the Oathless | 7th | You can choose one of three Reactions based on your shifting morality |
Fluid Protection | 15th | You are better at defending against creatures that have different values than you |
Paragon of the Oathless | 20th | You can transform to gain three of nine benefits based on your shifting morality |
Oath Spells
3rd Level The Oathless Feature
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.
Paladin Level | Spells |
---|---|
3rd | Cure Wounds, Hellish Rebuke |
5th | Invisibility, Silence |
9th | Healing Wave, Vampiric Touch |
13th | Confusion, Greater Renewal |
17th | Mislead, Taboo |
Channel Divinity
3rd Level The Oathless Channel Divinity Options
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: Charmed, Frightened, Paralyzed, Poisoned, or 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 Frightened of you for 1 minute on a failed Save. While 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 Stunned until the end of your next turn.
Unorthadox Focus
3rd Level The Oathless Feature
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.
Power of the Oathless
7th Level The Oathless Feature
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 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 Blinded, Deafened, and Slowed until the end of your next turn.
- When you reach 18th Level in this class, this feature no longer needs a Reaction to be used.
Fluid Protection
15th Level The Oathless Feature
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.
Paragon of the Oathless
20th Level The Oathless Feature
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 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.