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

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 × 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 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

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 have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 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 Shield, a Simple Weapon, or a 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.
  • 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 Trident, you can draw a Net or Trident 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 Weapons 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 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

2nd Level Paladin Feature
When you hit a creature with a Melee Weapon Attack, you can expend one Spell Slot to deal additional Radiant Damage to the target is equal to 2d8 + 1d8 per Spell Slot Level above 1st, to a maximum of 5d8. The 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 following Divine Oaths to swear that binds you as a Paladin forever. you strive to emulate in your combat styles and techniques.

Channel Divinity

3rd Level Paladin Feature
You gain the ability to harness the power of the Three, you can use this 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 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

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 creature takes an extra 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.



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.

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

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, 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.



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 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

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.



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.

Oath Spells
Paladin Level Spells
3rd Armor of Ice, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
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 Weapon 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.



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.

Oath Spells
Paladin Level Spells
3rd Fog Cloud, Zephyr Strike
5th Arcane Lock, Warding Wind
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 hold aloft your holy symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed without provoking any opportunity attacks.
  • Fury of the Tides. As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.



Aura of Liberation

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 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.



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.

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, Taboo



Channel Divinity

3rd Level Oath of Crowns Channel Divinity Options
You gain the following two Channel Divinity Options:

  • Champion Challenge. As a Bonus Action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 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. 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.
  • You have Advantage on Wisdom Saving Throws, as do creatures of your choice 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.



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.

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

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. 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

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 starts its turn in the Bright Light, 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.



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.

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

3rd Level Oath of Dynamism Feature
Your Divine Smite feature 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. You ignore the Lightning Resistance of Highlings and Undead.
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

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 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, you blast one creature you can see within 30ft 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 20ft 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 are pushed an additional 10ft away on a failed Save. If you are wearing metal Armor and target yourself, you automatically fail the Save, 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

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 within 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.



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.

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

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.



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.

Oath Spells
Paladin Level Spells
3rd Charm Person, Command
5th Moonbeam, Zone of Truth
9th Clairvoyance, Magic Circle
13th Arcane Eye, Charm Monster
17th Legend Lore, 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.



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.

Oath Spells
Paladin Level Spells
3rd Cure Wounds, Faerie Fire
5th Enhance Ability, Continual Flame
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 an object you're holding with light. For the next 10 minutes, the object sheds Bright Light out to a Range of 30ft, and Dim Light an additional 30ft. The light can be colored as you like, and acts is daylight. Completely covering the object with something opaque blocks the Light, and you can end the effect as an Action.
A creature other than you that is holding the object imbued with light gains the following benefits:
  • That creature adds a [2]d4 to all Saving Throws it makes.
  • That creature gains a +[1/2] bonus to its AC.
  • That creature has Advantage on Saving Throws made to resist being Possessed or Dominated.
  • 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.



Carry The Light

3rd Level Oath of Light Feature
While holding a light source in one of your hands, such as a torch, lantern, or other object that is magically emitting light, you gain the following benefits:

  • You can take the Help Action as a Bonus Action.
  • You can use the light source as a Spellcasting Focus for your Paladin Spells.



Aura Of Light =

7th Level Oath of Light Feature
You begin shining gloriously to comfort and assist your friends. You emit Bright Light out to a Range of 10ft. Other creatures of your choice in that Bright Light

Pure Blessings =

15th Level Oath of Light Feature
Some improvement in power for you buff spells.

Radiance of the Sun

20th Level Oath of Light Feature
Creatures of your choice standing in an area of Bright Light emitted by an object that you are holding in your hand, by an object that you are wearing, or that you are emitting yourself. holding in a free hand or from one of your class features or spells are infused with radiance; they have advantage on all saving throws.


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.

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. As an action you 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. 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 gains Burning 2 (Fire). 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 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.

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 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.

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 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.

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.


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.

Channel Divinity. At 3rd level, you gain two of the following Channel Divinity options, after you finish a Long Rest, you can change which Channel Divinity options you have selected. See the Sacred Oath class feature for how Channel Divinity works.
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. When you begin your turn you can invoke this Channel Divinity (no action required) 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 (minimum of +1).
Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey the your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Dreadful Aspect. As an action you channel 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 failure, and being unaffected on a success. A Frightened creature that is more than 30ft away from you can repeat the save at the end of its turn, ending the effect on a success.
Erratic Protection. As an action, you channel 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 (minimum 1). Each of the chosen creature heals a number of hit points equal to a number of d8s equal to your Proficiency Bonus, and gains a +2 bonus to AC for 1 minute.
Vengeance of the Righteous. As a Reaction when a creature you can see imposes a Saving Throw on a creature, the target must make a Charisma Saving Throw or be Stunned until the end of your next turn.

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

Oath Spells
Paladin Level Spells
3rd Cure Wounds, Hellish Rebuke
5th Invisibility, Crown of Madness
9th Bestow Curse, Vampiric Touch
13th Charm Monster, Confusion
17th Geas, Contagion



Power of the Oathless. At 7th level, 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. Choose one of the following features, at the end of a Long Rest, you can select a different one instead.
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 failure, it is knocked prone and its movement speed is reduced to zero until the start of your next turn.
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.
Power of Hate. When a Highling, Humanoid, or Undead within 30ft of you hits on an attack roll, you can use your Reaction to grant the creature additional damage equal to your Proficiency Bonus + your Charisma Modifier.
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.
Retributive Purpose. When a creature deals damage to another creature, you may use your Reaction to force it to make a Charisma Saving Throw, on a failure, the target is Blinded, Deafened, and Burning until the end of your next turn.
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.

Fluid Protection. Your Oathless power shifts to protect you in different ways, and guard you from assault. Starting at 15th level, when a creature with a different alignment than yours deals damage to you, you may use your Reaction to gain Resistance to all types of damage it deals to you until the start of your turn.

Paragon of the Oathless. At 20th level, you can use an action to become a the purest form of the ideals you stand for, gaining the benefits below for 1 minute:

  • You become invisible, shed bright light out to a range of 30ft, or gain Truesight out to a range of 30ft.
  • You can take the Dash or Hide action as a bonus action, creatures that rely on sight have disadvantage on attack rolls against creatures within 30ft of you, or give all creatures of your choice within 30ft of you a +2 Bonus to AC.
  • 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 must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.


Characters

Varyano, the Hobgoblin, Oath of Glory Paladin