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Published by Jollie Window, 2022-05-08 00:35:52

Unchained Paladin

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Paladin

Paladin Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring
Clad in plate armor that gleams in the sunlight life. Unless a lasting injury has taken him or her away from
despite the dust and grime of long travel, a adventuring for a time, every paladin lives on the front lines
human lays down her sword and shield and of the cosmic struggle against evil. Fighters are rare
places her hands on a mortally wounded man. enough among the ranks of the militias and armies of the
Divine radiance shines from her hands, the world, but even fewer people can claim the true calling of a
man's wounds knit closed, and his eyes open paladin. When they do receive the call, these warriors turn
wide with amazement. from their former occupations and take up arms to fight
A dwarf crouches behind an outcrop, his black cloak evil. Sometimes their oaths lead them into the service of
making him nearly invisible in the night, and watches an the crown as leaders of elite groups of knights, but even
orc war band celebrating its recent victory. Silently, he then their loyalty is first to the cause of righteousness, not
stalks into their midst and whispers an oath, and two orcs to crown and country.
are dead before they even realize he is there.
Adventuring paladins take their work seriously. A delve
Silver hair shining in a shaft of light that seems to into an ancient ruin or dusty crypt can be a quest driven by
illuminate only him, an elf laughs with exultation. His spear a higher purpose than the acquisition of treasure. Evil lurks
flashes like his eyes as he jabs again and again at a twisted in dungeons and primeval forests, and even the smallest
giant, until at last his light overcomes its hideous darkness. victory against it can tilt the cosmic balance away from
oblivion.
Whatever their origin and their mission, paladins are
united by their oaths to stand against the forces of evil. Creating a Paladin
Whether sworn before a god's altar and the witness of a The most important aspect of a paladin character is the
priest, in a sacred glade before nature spirits and fey nature of his or her holy quest. Although the class features
beings, or in a moment of desperation and grief with the related to your oath don't appear until you reach 3rd level,
dead as the only witness, a paladin's oath is a powerful plan ahead for that choice by reading the oath descriptions
bond. It is a source of power that turns a devout warrior at the end of the class. Are you a devoted servant of good,
into a blessed champion. loyal to the gods of justice and honor, a holy knight in
shining armor venturing forth to smite evil? Are you a
The Cause of Righteousness glorious champion of the light, cherishing everything
A paladin swears to uphold justice and righteousness, to beautiful that stands against the shadow, a knight whose
stand with the good things of the world against the oath descends from traditions older than many of the gods?
encroaching darkness, and to hunt the forces of evil Or are you an embittered loner sworn to take vengeance on
wherever they lurk. Different paladins focus on various those who have done great evil, sent as an angel of death by
aspects of the cause of righteousness, but all are bound by the gods or driven by your need for revenge? Appendix B
the oaths that grant them power to do their sacred work. lists many deities worshiped by paladins throughout the
Although many paladins are devoted to gods of good, a multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-
paladin's power comes as much from a commitment to Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-
justice itself as it does from a god. Horakhty, and Heimdall.

Paladins train for years to learn the skills of combat, How did you experience your call to serve as a paladin?
mastering a variety of weapons and armor. Even so, their Did you hear a whisper from an unseen god or angel while
martial skills are secondary to the magical power they you were at prayer? Did another paladin sense the potential
wield: power to heal the sick and injured, to smite the within you and decide to train you as a squire? Or did some
wicked and the undead, and to protect the innocent and terrible event — the destruction of your home, perhaps —
those who join them in the fight for justice. drive you to your quests? Perhaps you stumbled into a
sacred grove or a hidden elven enclave and found yourself
called to protect all such refuges of goodness and beauty.
Or you might have known from your earliest memories that
the paladin's life was your calling, almost as if you had been
sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, paladins
are rarely of any evil alignment. Most of them walk the
paths of charity and justice. Consider how your alignment
colors the way you pursue your holy quest and the manner
in which you conduct yourself before gods and mortals.
Your oath and alignment might be in harmony, or your oath
might represent standards of behavior not yet attained.

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The Paladin

Level Proficiency
Features — Spell Slots per Spell Level —
Bonus Divine Sense, Sacred Touch
Spellcasting, Divine Font, Fighting Style 1st 2nd 3rd 4th 5th
1st +2 Divine Health, Sacred Oath —— ———
Ability Score Improvement 2 — ———
2nd +2 Extra Attack, Cleansing Touch 3 — ———
Aura of Protection 3 — ———
3rd +2 Sacred Oath feature 4 2 ———
Ability Score Improvement 4 2 ———
4th +2 Cleansing Touch improvement 4 3 ———
Aura of Courage 4 3 ———
5th +3 Divine Strikes 4 3 2 ——
Ability Score Improvement 4 3 2 ——
6th +3 Cleansing Touch improvement 4 3 3 ——
Aura of Conviction 4 3 3 ——
7th +3 Sacred Oath feature 4 3 3 1—
Ability Score Improvement 4 3 3 1—
8th +3 Cleansing Touch improvement 4 3 3 2—
Aura improvements 4 3 3 2—
9th +4 Ability Score Improvement 43 331
Sacred Oath feature 43 331
10th +4 43 332
43 332
11th +4

12th +4

13th +5

14th +5

15th +5

16th +5

17th +6

18th +6

19th +6

20th +6

Quick Build Starting Equipment

You can make a paladin quickly by following these You start with the following items, plus anything provided
suggestions. First, Strength should be your highest ability by your background.
score, or Dexterity if you plan on using finesse weapons.
Your next-highest score should be Charisma. Second, (a) a martial weapon and a shield or (b) two martial
choose the noble background. weapons
(a) five javelins or (b) any simple melee weapon
Class Features (a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
As a paladin, you gain the following class features. Alternatively, you may start with 5d4 × 10 gp to buy your
own equipment.
Hit Points
Divine Sense
Hit Dice: 1d10
The presence of strong evil registers on your senses like a
Hit Points at 1st Level: 10 + your Constitution modifier
noxious odor, and powerful good rings like heavenly music
Hit Points at Higher Levels: 1d10 (or 6) + your in your ears. As an action, you can open your awareness to
Constitution modifier per Paladin level after 1st detect such forces. Until the end of your next turn, you
know the location of any celestial, fiend, or undead within
Proficiencies 60 feet of you that is not behind total cover. You know the
type (celestial, fiend, or undead) of any being whose
Armor: light armor, medium armor, heavy armor, shields
presence you sense, but not its identity (the vampire Count
Weapons: simple weapons, martial weapons
Strahd von Zarovich, for instance). Within the same radius,
Tools: none you also detect the presence of any place or object that has
Saving Throws: Wisdom, Charisma
been consecrated or desecrated, as with the hallow spell.
Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion. You can use this feature a number of times equal to 1 +
your Charisma modifier (a minimum of twice), and you
regain all expended uses when you finish a long rest.

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Sacred Touch Spellcasting Ability
Drawing strength from your divine power, you can heal or
harm those you come in contact with. This power of yours Charisma is your spellcasting ability for your paladin spells,
is represented by a pool of d8s, and the number of dice in since their power derives from the force of your
your pool equals 1 + half your paladin level (rounded up). convictions. You use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your
You can spend the dice in your pool to use the Lay on Charisma modifier when setting the saving throw DC for a
Hands and Divine Smite abilities listed below. The paladin spell you cast and when making an attack roll with
maximum number of dice you can spend at once on either one.
ability equals your proficiency bonus. Your pool regains all
expended dice when you finish a long rest. Spell save DC = 8 + your proficiency bonus + your

Lay on Hands Charisma modifier

As an action, you can touch a creature (which can be Spell attack modifier = your proficiency bonus + your
yourself) and spend dice from the pool in order to heal its
injuries. Roll the dice you spend, add them together, and Charisma modifier
restore a number of hit points to the creature equal to the
total + your Charisma modifier (minimum of 1 hit point). Spellcasting Focus
This ability has no effect on undead and constructs.
You can use a holy symbol as a spellcasting focus for your
Alternatively, when you spend dice from your pool to use paladin spells.
this ability, you can forgo rolling one of those dice to Divine Font
instead cure the target of one disease or neutralize one Beginning at 2nd level, you can fuel your divine abilities
poison affecting it. You can cure multiple diseases and with the magic of your spells. When you use Lay on Hands
neutralize multiple poisons at once in this way, forgoing the or Divine Smite, you can expend a spell slot to restore
roll of one spent die separately for each one. expended dice to the pool of your Sacred Touch feature. If
you do so, the number of dice restored equals 1 + the level
Divine Smite of the expended spell slot.
Fighting Style
When you hit a creature with a melee weapon attack or At 2nd level, you adopt a particular style of fighting as your
unarmed strike, you can spend dice from the pool to specialty. Choose one of the following options. You can't
further wound the target. Roll the dice you spend as extra take the same Fighting Style option more than once, even if
radiant damage to the target, in addition to the weapon's you get to choose again.
damage. If the target is a fiend or an undead, it takes an
additional 1d8 damage. Blessed Warrior

Spellcasting You learn two cantrips of your choice from the cleric spell
By 2nd level, you have learned to draw on divine magic list. They count as paladin spells for you, and Charisma is
through meditation and prayer to cast spells as a cleric your spellcasting ability for them. Whenever you gain a
does. See chapter 10 of the PHB for the general rules of level in this class, you can replace one of these cantrips
spellcasting, and "Paladin Spells" at the end of the class with another cantrip from the cleric spell list.
description for the paladin spell list.
Blind Fighting
Preparing and Casting Spells
You have blindsight with a range of 10 feet. Within that
The Paladin table shows how many spell slots you have to range, you can effectively see anything that isn't behind
cast your paladin spells. To cast one of your paladin spells total cover, even if you're blinded or in darkness. Moreover,
of 1st level or higher, you must expend a slot of the spell's you can see an invisible creature within that range, unless
level or higher. You regain all expended spell slots when the creature successfully hides from you.
you finish a long rest.
Defense
You prepare the list of paladin spells that are available for
you to cast, choosing from the paladin spell list. When you While you are wearing armor, you gain a +1 bonus to AC.
do so, choose a number of paladin spells equal to your
Charisma modifier + half your paladin level, rounded down Dueling
(minimum of one spell). The spells must be of a level for
which you have spell slots. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with
For example, if you are a 5th-level paladin, you have four that weapon.
1st-level and two 2nd-level spell slots. With a Charisma of
14, your list of prepared spells can include four spells of 1st Great Weapon Fighting
or 2nd-level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd- When you roll a 1 or 2 on a damage die for an attack you
level slot. Casting the spell doesn't remove it from your list make with a melee weapon that you are wielding with two
of prepared spells. hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
You can change your list of prepared spells when you two-handed or versatile property for you to gain this
finish a long rest. Preparing a new list of paladin spells benefit.
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.

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Interception  
The number of times you can use this effect is based on
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your the level you've reached in this class: 3rd level, once; 7th
reaction to reduce the damage the target takes by 1d10 + level, twice; and 15th level, thrice. You regain all expended
your proficiency bonus (to a minimum of 0 damage). You uses when you finish a long rest.
must be wielding a shield or a simple or martial weapon to
use this reaction. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Protection 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
When a creature you can see attacks a target other than by 1. As normal, you can't increase an ability score above 20
you that is within 5 feet of you, you can use your reaction to using this feature.
impose disadvantage on the attack roll. You must be
wielding a shield. If your DM allows the use of feats, you may instead take
a feat.
Unarmed Fighting
Additionally, when you reach a level in this class that
Your unarmed strikes can deal bludgeoning damage equal grants you this feature, you can replace one Fighting Style
to 1d6 + your Strength modifier on a hit. If you aren't you know with another Fighting Style available to this
wielding any weapons or a shield when you make the class, as you shift the focus of your martial practice.
attack roll, the d6 becomes a d8.
Extra Attack
At the start of each of your turns, you can deal 1d4 Beginning at 5th level, you can attack twice, instead of
bludgeoning damage to one creature grappled by you. once, whenever you take the Attack action on your turn.

Divine Health Cleansing Touch
By 3rd level, the divine magic flowing through you makes Beginning at 5th level, you gain new ways to impart your
you immune to disease. divine power unto a creature. As an action on your turn,
Sacred Oath including when you use your Lay on Hands, you can touch
When you reach 3rd level, you swear the oath that binds a willing creature (which can include yourself) and end one
you as a paladin forever. Up to this time you have been in a effect on the creature causing it to be blinded or deafened.
preparatory stage, committed to the path but not yet sworn
to it. Now you choose from the list of available oaths. You can use this feature a number of times equal to your
Charisma modifier (a minimum of once), and you regain all
Your choice grants you features at 3rd level and again at expended uses when you finish a long rest.
7th, 15th, and 20th level. Those features include oath spells
and the Channel Divinity feature. When you reach certain levels in this class, you gain
additional ways to use this feature. Starting at 9th level, you
Oath Spells can instead end an effect on the target causing it to be
paralyzed or stunned; at 13th level, you can end one spell
Each oath has a list of associated spells. You gain access to on the target; and at 17th level, you can reduce the target's
these spells at the levels specified in the oath description. exhaustion level by one.
Once you gain access to an oath spell, you always have it
prepared. Oath spells don't count against the number of Aura of Protection
spells you can prepare each day. Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the
If you gain an oath spell that doesn't appear on the creature gains a bonus to the saving throw equal to your
paladin spell list, the spell is nonetheless a paladin spell for Charisma modifier (with a minimum bonus of +1). You
you. must be conscious to grant this bonus.

Channel Divinity At 18th level, the range of this aura increases to 30 feet.

Your oath allows you to channel divine energy to fuel Aura of Courage
magical effects. Each Channel Divinity option provided by Starting at 10th level, you and friendly creatures within 10
your oath explains how to use it. Regardless of their oath, feet of you can't be frightened while you are conscious. If a
all paladins also have access to the Divine Blessing effect friendly creature is frightened when it enters your aura, the
listed below. effect is suspended while it remains within the aura.

When you use your Channel Divinity, you choose which At 18th level, the range of this aura increases to 30 feet.
option to use. You must then finish a short or long rest to
use your Channel Divinity again. Divine Strikes
By 11th level, you are so suffused with righteous might that
Some Channel Divinity effects require saving throws. all your melee weapon strikes carry divine power with
When you use such an effect from this class, the DC equals them. Whenever you hit a creature with a melee weapon
your paladin spell save DC. attack or an unarmed strike, the creature takes an extra
1d8 radiant damage.
Channel Divinity: Divine Blessing

You can expend a use of your Channel Divinity to fuel your
spells. As a bonus action, you touch your holy symbol, utter
a prayer, and regain one expended spell slot, the level of
which can be no higher than half your proficiency bonus
(rounded up).

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Aura of Conviction Tenets of the Ancients
Starting at 14th level, you and friendly creatures within 10
feet of you can't be charmed while you are conscious. If a The tenets of the Oath of the Ancients have been preserved
friendly creature is charmed when it enters your aura, the for uncounted centuries. This oath emphasizes the
effect is suspended while it remains within the aura. principles of good above any concerns of law or chaos. Its
four central principles are simple.
At 18th level, the range of this aura increases to 30 feet.
Kindle the Light. Through your acts of mercy, kindness,
Sacred Oaths and forgiveness, you kindle the light of hope in the world,
beating back despair.
Becoming a paladin involves undertaking vows and trials
which commit the paladin to the cause of righteousness, an Shelter the Light. Where there is good, beauty, love, and
active path of fighting against the wicked. The final oath laughter in the world, you stand against the wickedness
they swear, taken when they reach 3rd level, is the that would swallow it. Where life flourishes, you stand
culmination of the paladin's spiritual training. Some against the forces that would render it barren.
characters with this class don't consider themselves fully-
fledged paladins until they have reached this milestone and Preserve Your Own Light. Delight in song and laughter,
confirmed their oath. For others, the actual swearing of the in beauty and art. If you allow the light to die in your own
oath is a formality, an official stamp on what has always heart, you can't preserve it in the world.
been held true in the paladin's heart.
Be the Light. Be a glorious beacon for all who live in
Your choice of oath reflects the code to which you hold despair. Let the light of your joy and courage shine forth in
your morals, actions, and motivations, and it serves as a all your deeds.
cornerstone of your life as a sworn member of the paladin
class. The options available for you to choose from are Oath Spells
listed below.
You gain oath spells at the paladin levels listed in the Oath
The Oath of the Ancients, knights of fey inclination of the Ancients Spells table.
who fight to protect the life-giving things of the world.
The Oath of Conquest, which espouses the total and Oath of the Ancients Spells
utter subjugation of one's enemies to achieve order.
The Oath of the Crown, a dedication to uphold the Paladin

laws of civilization and guard against chaotic barbarism. Level Spells
The Oath of Darkness, sworn by ambitious and evil 3rd ensnaring strike, speak with animals
hearts who seek to marshal the powers of darkness. 5th moonbeam, misty step
The Oath of Devotion, a holy path whose initiates hold 9th plant growth, summon feyTCE
themselves to the highest standards of truth and justice. 13th guardian of natureXGE, stoneskin
The Oath of Glory, a call to ceaseless personal training 17th commune with nature, tree stride
and improvement to fulfil one's glorious destiny.
The Oath of Redemption, a path of benevolence and
pacifism which uses violence only as a last resort.
The Oath of the Tides, which uses the power of the sea
to safeguard against threats.
The Oath of Vengeance, which seeks to set right the
wrongs of the world and punish the sinful for their
crimes.
The Oath of the Watchers, whose disciples maintain
unceasing vigilance against extraplanar predators.

Oath of the Ancients
The Oath of the Ancients is as old as the race of elves and
the rituals of the druids. Sometimes called fey knights,
green knights, or horned knights, paladins who swear this
oath cast their lot with the side of the light in the cosmic
struggle against darkness because they love the beautiful
and life-giving things of the world, not necessarily because
they believe in principles of honor, courage, and justice.

Many paladins who follow the ancients' path are fierce
guardians of nature, savagely repelling evil incursions that
take root in the wilderness, while others stand for more
civilized means of truth and beauty. 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.

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Channel Divinity: Nature's Wrath Oath of Conquest
The Oath of Conquest calls to paladins who seek glory in
You can use your Channel Divinity to invoke primeval battle and the subjugation of their enemies. It isn't enough
forces to ensnare a foe. As an action, you can cause for these paladins to establish order. They must crush the
spectral vines to spring up and reach for a creature within forces of chaos. Sometimes called knight tyrants or iron
10 feet of you that you can see. The creature must succeed mongers, those who swear this oath gather into grim
on a Strength saving throw or be restrained for 1 minute. A orders that serve gods or philosophies of war and well-
creature restrained by the vines can use its action to make ordered might.
a Strength check against your spell save DC, freeing itself
on a success. Some of these paladins go so far as to consort with the
powers of the Nine Hells, valuing the rule of law over the
Channel Divinity: Turn the Faithless balm of mercy. The archdevil Bel, warlord of Avernus,
counts many of these paladins — called hell knights — as
You can use your Channel Divinity to utter ancient words his most ardent supporters. Hell knights cover their armor
that are painful for fey and fiends to hear. As an action, you with trophies taken from fallen enemies, a grim warning to
present your holy symbol, and each fey or fiend within 30 any who dare oppose them and the decrees of their lords.
feet of you that can hear you must make a Wisdom saving These knights are often most fiercely resisted by other
throw. On a failed save, the creature is turned for 1 minute paladins of this oath, who believe that the hell knights have
or until it takes damage. wandered too far into darkness.

A turned creature must spend its turns trying to move as Tenets of Conquest
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 A paladin who takes this oath has the tenets of conquest
its action, it can use only the Dash action or try to escape seared in their mind. Some choose to brand themselves
from an effect that prevents it from moving. If there's with these tenets on the upper arm, as a physical display of
nowhere to move, the creature can use the Dodge action. their conviction.

If the creature's true form is concealed by an illusion, Douse the Flame of Hope. It is not enough to merely
shapeshifting, or other effect, that form is revealed while it defeat an enemy in battle. Your victory must be so
is turned. overwhelming that your enemies' will to fight is shattered
forever. A blade can end a life. Fear can end an empire.
Aura of Warding
Rule with an Iron Fist. Once you have conquered,
Beginning at 7th level, ancient magic lies so heavily upon tolerate no dissent. Your word is law. Those who obey it
you that it forms an eldritch ward. You and friendly shall be favored. Those who defy it shall be punished as an
creatures within 10 feet of you have resistance to damage example to all who might follow.
from spells.
Strength Above All. You shall rule until a stronger one
At 18th level, the range of this aura increases to 30 feet. arises. Then you must grow mightier and meet the
challenge, or fall to your own ruin.
Undying Sentinel
Oath Spells
Starting at 15th level, when you are reduced to 0 hit points
and are not killed outright, you can choose to drop to 1 hit You gain oath spells at the paladin levels listed in the Oath
point instead. Once you use this ability, you can't use it of Conquest Spells table.
again until you finish a long rest.
Oath of Conquest Spells
Additionally, you suffer none of the drawbacks of old age,
and you can't be aged magically. Paladin

Level Spells
Elder Champion 3rd armor of Agathys, command
5th hold person, spiritual weapon
At 20th level, you can assume the form of an ancient force 9th bestow curse, fear
of nature, taking on an appearance you choose. For 13th dominate beast, stoneskin
example, your skin might turn green or take on a bark-like 17th cloudkill, dominate person
texture, your hair might become leafy or moss-like, or you
might sprout antlers or a lion-like mane. Channel Divinity: Conquering
Presence
Using your action, you undergo a transformation. For 1
minute, you gain the following benefits: You can use your Channel Divinity to exude a terrifying
presence. As an action, you force each creature of your
At the start of each of your turns, you regain 10 hit choice that you can see within 30 feet of you to make a
points. Wisdom saving throw. On a failed save, a creature becomes
Whenever you cast a paladin spell that has a casting frightened of you for 1 minute. The frightened creature can
time of 1 action, you can cast it using your bonus action repeat this saving throw at the end of each of its turns,
instead. ending the effect on itself on a success.
Enemy creatures within 10 feet of you have
disadvantage on saving throws against your paladin
spells and Channel Divinity options.
Once you use this feature, you can't use it again until you
finish a long rest.

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Channel Divinity: Guided Strike Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization,
You can use your Channel Divinity to strike with be it the spirit of a nation, fealty to a sovereign, or service to
supernatural accuracy. When you make an attack roll, you a deity of law and rulership. The paladins who swear this
can use your Channel Divinity to gain a +10 bonus to the oath dedicate themselves to serving society and, in
roll. You make this choice after you see the roll, but before particular, the laws that hold society together. These
the DM says whether the attack hits or misses. paladins are the watchful guardians on the walls, standing
against the chaotic tides of barbarism that threaten to tear
Aura of Conquest down all that civilization has built, and are commonly
known as guardians, exemplars, or sentinels. Often,
Starting at 7th level, you constantly emanate a menacing paladins who swear this oath are members of an order of
aura while you're not incapacitated. The aura extends 10 knighthood in service to a nation or sovereign, and undergo
feet from you in every direction, but not through total cover. their oath as part of their admission to the order's ranks.

If a creature is frightened of you, its speed is reduced to Tenets of the Crown
0 while in the aura, and that creature takes psychic damage
equal to half your paladin level if it starts its turn there. The tenets of the Oath of the Crown are often set by the
sovereign to which their oath is sworn, but generally
At 18th level, the range of this aura increases to 30 feet. emphasize the following tenets.

Scornful Rebuke Uphold the Law. The law is paramount. It is the mortar
that holds the stones of civilization together, and it must be
Starting at 15th level, those who dare to strike you are respected.
psychically punished for their audacity. Whenever a
creature hits you with an attack, that creature takes psychic Treasure Loyalty. Your word is your bond. Without
damage equal to your Charisma modifier (minimum of 1) if loyalty, oaths and laws are meaningless.
you're not incapacitated.
Inspire Courage. You must be willing to do what needs
Invincible Conqueror to be done for the sake of order, even in the face of
overwhelming odds. If you don't act, then who will?
At 20th level, you gain the ability to harness extraordinary
martial prowess. As an action, you can magically become Embrace Responsibility. You must deal with the
an avatar of conquest, gaining the following benefits for 1 consequences of your actions, and you are responsible for
minute: fulfilling your duties and obligations.

You have resistance to all damage. Oath Spells
When you take the Attack action on your turn, you can
make one additional attack as part of that action. You gain oath spells at the paladin levels listed in the Oath
Your melee weapon attacks score a critical hit on a roll of the Crown Spells table.
of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you
finish a long rest, unless you expend a 5th-level spell slot to
use it again.

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Oath of the Crown Spells  
A paladin who breaks his or her sacred oaths, known as
Paladin

Level Spells an oathbreaker, most commonly does so in order to pursue
3rd command, compelled duel this dark path, seeking power to satisfy their cruel
5th warding bond, zone of truth ambitions. Paladins of this oath are almost exclusively evil.
9th aura of vitality, spirit guardians
13th banishment, guardian of faith Tenets of Darkness
17th circle of power, geas
The tenets of the Oath of Darkness are ubiquitous,
Channel Divinity: Champion Challenge unchanging, and absolute.

As a bonus action, you issue a challenge that compels other Extinguish the Light. The light is my enemy, hindering
creatures to do battle with you. Each creature of your my strength and eroding my path. I must allow no light to
choice that you can see within 30 feet of you must make a shine before me, so that I may triumph.
Wisdom saving throw. On a failed save, a creature can't
willingly move more than 30 feet away from you. This effect No Mercy for the Weak. Power is the measure of will
ends on the creature if you are incapacitated or die or if the and worth, and power alone is worthy of respect. Those
creature is more than 30 feet away from you at the end of who lack the power to stop me will be subjugated or
your turn. purged.

Channel Divinity: Turn the Tide Take Comfort in Vice. I accept and embrace the
ambitions that drive my dark heart, no matter how much
As a bonus action, you can bolster injured creatures with the innocent may revile me for my conviction.
your Channel Divinity. Each creature of your choice that
can hear you within 30 feet of you regains hit points equal Oath Spells
to 2d6 + half your paladin level, provided the creature has
fewer than half its hit points left. You gain oath spells at the paladin levels listed in the Oath
of Darkness Spells table.
Aura of Allegiance
Oath of Darkness Spells
Starting at 7th level, you can shield others from harm at the
cost of your own health. When a creature within 10 feet of Paladin

you takes damage, you can use your reaction to magically Level Spells
halve the damage against that target. You then take the 3rd cause fearXGE, hellish rebuke
same amount of damage, which can't be reduced or 5th crown of madness, darkness
prevented in any way. 9th animate dead, bestow curse
13th blight, confusion
Starting at 18th level, the range of this aura increases to 17th dominate person, negative energy floodXGE
30 feet.
Channel Divinity: Control Undead
Unyielding Spirit
As an action, you focus your dark power upon one undead
Starting at 15th level, you have advantage on saving throws creature you can see within 30 feet of you. The target must
to avoid becoming paralyzed or stunned. make a Wisdom saving throw. On a failed save, the target
must obey your commands for the next 24 hours, until you
Exalted Champion are incapacitated, or until you use this Channel Divinity
option again. An undead is immune to this effect if its
At 20th level, your presence on the field of battle is an challenge rating is equal to or greater than half your
inspiration to those dedicated to your cause. You can use paladin level (rounded down).
your action to gain the following benefits for 1 hour:
Channel Divinity: Dreadful Aspect
You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons. As an action, you channel grim emotions and focus them
Your allies have advantage on death saving throws while into a burst of magical menace. Each creature of your
within 30 feet of you. choice within 30 feet of you must make a Wisdom saving
You have advantage on Wisdom saving throws, as do throw if it can see or hear you. On a failed save, a target is
your allies within 30 feet of you. frightened of you for 1 minute. If a creature frightened of
This effect ends early if you are incapacitated or die. you in this way ends its turn more than 30 feet away from
Once you use this feature, you can't use it again until you you, it can repeat the Wisdom saving throw, ending the
finish a long rest, unless you expend a 5th-level spell slot to effect on itself on a success.
use it again.
Oath of Darkness Profane Touch
The Oath of Darkness is an evil path that professes the
eternal allure of vice and corruption, the limitless drive of At 3rd level, the power of darkness fundamentally alters the
selfish ambition, and a commitment to spread death and nature of your Sacred Touch in the following ways:
destruction wherever one treads. Whatever light may burn
in other paladins' hearts, only darkness burns within those Your Lay on Hands ability can affect undead.
who take up the Oath of Darkness. When you deal extra damage with your Divine Smite, it
deals necrotic damage instead of radiant damage.
You deal the additional damage of your Divine Smite to
celestials and fey, instead of fiends and undead.
Additionally, when you reach 11th level in this class, the
extra damage of your Divine Strikes feature also changes to
necrotic damage.

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Aura of Hate Tenets of Devotion

Starting at 7th level, you, and any fiends and undead of your Though the exact words and strictures of the Oath of
choice within 10 feet of you, gain a bonus to melee weapon Devotion vary, paladins of this oath share these tenets.
damage rolls equal to your Charisma modifier (minimum of
+1). A creature can benefit from this feature from only one Show the Virtue of Honesty. Don't lie or cheat. Let your
paladin at a time. word be your promise. Never feat to act on truth, but
temper it with wisdom.
At 18th level, the range of this aura increases to 30 feet.
Instill Compassion. Aid others, protect the weak, and
Supernatural Resistance reject those who threaten them. Do what is good while
causing the least amount of harm. Show mercy to your
At 15th level, you gain resistance to bludgeoning, piercing, foes, but punish those who spurn it.
and slashing damage from nonmagical weapons.
Honor your Duties. Be fair unto others and let your
Dread Lord deeds be your example to them. Show responsibility for
your actions and their consequences, and obey the words
At 20th level, you can, as an action, surround yourself with of a just authority.
an aura of gloom and shadow which extends from you in a
30-foot radius and lasts for 1 minute. The aura magically Oath Spells
reduces dim light within its area into darkness, and bright
light in the same area to dim light. While the aura lasts, you You gain oath spells at the paladin levels listed in the Oath
gain the following benefits: of Devotion Spells table.

You can see normally in the dim light and darkness Oath of Devotion Spells
created by the aura.
Whenever an enemy that is frightened of you starts its Paladin

turn in the aura, it takes 20 psychic damage. Level Spells
As a bonus action, you can cause shadows to lash out at 3rd protection from evil and good, sanctuary
a creature you can see within the aura. Make a melee 5th lesser restoration, zone of truth
spell attack against the target. On a hit, the target takes 9th beacon of hope, dispel magic
necrotic damage equal to 3d8 + your Charisma modifier. 13th freedom of movement, guardian of faith
Once you create this aura, you can't do so again until you 17th commune, flame strike
finish a long rest.
Channel Divinity: Sacred Weapon
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals As a bonus action, you can use your Channel Divinity to
of justice, virtue, and order. Sometimes called cavaliers, imbue one weapon that you are holding with positive
white knights, or holy warriors, these paladins meet the energy. For 1 minute, you add your Charisma modifier to
ideal of the knight in shining armor, acting with honor in attack rolls made with that weapon (a minimum bonus of
pursuit of justice and the greater good. They hold +1). The weapon also emits bright light in a 20-foot radius
themselves to the highest standards of conduct, and some, and dim light 20 feet beyond that. If the weapon is not
for better or worse, hold the rest of the world to the same already magical, it becomes magical for the duration.
standards. Many who swear this oath are devoted to gods
of law and good and use their gods' tenets as the measure You can end this effect on your turn as part of any other
of their devotion. They hold angels — the perfect servants action. If you are no longer holding or carrying this
of good — as their ideals, and incorporate images of angelic weapon, or if you fall unconscious, this effect ends.
wings into their helmets or coats of arms.
Channel Divinity: Turn the Unholy

As an action, you present your holy symbol and speak a
prayer censuring fiends and undead, using your Channel
Divinity. Each fiend or undead that can see or hear you
within 30 feet of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is turned for 1 minute
or until it takes damage.

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

Aura of Devotion

Starting at 7th level, you emanate an aura of divine
benediction. When you use your Lay on Hands to restore
hit points to a creature, every other creature of your choice
within 10 feet of you also regains hit points equal to 1d8 +
your Charisma modifier (minimum of 1 hit point). A
creature must be conscious to gain this benefit.

At 18th level, the range of this aura increases to 30 feet.

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Purity of Spirit Channel Divinity: Inspiring Smite

Beginning at 15th level, you are always under the effects of Immediately after you deal damage to a creature with your
the protection from evil and good spell. Divine Smite ability, you can use your Channel Divinity as a
bonus action and distribute temporary hit points to
Holy Nimbus creatures of your choice within 30 feet of you, which can
include you. The total number of temporary hit points
At 20th level, as an action, you can emanate an aura of equals 2d8 + your paladin level, divided among the chosen
sunlight. For 1 minute, bright light shines from you in a 30- creatures however you like.
foot radius, and dim light shines 30 feet beyond that. While
the aura lasts, you gain the following benefits: Aura of Alacrity

You have resistance to radiant and necrotic damage. Starting at 7th level, you emanate an aura that fills you and
You have advantage on saving throws against the spells your companions with supernatural speed, allowing you to
and magical effects of fiends and undead. race across a battlefield in formation. Your walking speed
Whenever an enemy creature starts its turn in the bright increases by 10 feet.
light, the creature takes 10 radiant damage.
Once you use this feature, you can't use it again until you In addition, while you are conscious, the walking speed
finish a long rest, unless you expend a 5th-level spell slot to of any friendly creature that starts its turn within 10 feet of
use it again. you increases by 10 feet until the end of that turn.
Oath of Glory
Paladins who take the Oath of Glory believe they and their When you reach 18th level in this class, the range of the
companions are destined to achieve glory through deeds of aura increases to 30 feet.
heroism, walking a path laid out for them by divine hands.
They train diligently and encourage their companions so Glorious Defense
that when destiny calls, they are ready to answer and
overcome the challenges ahead. At 15th level, you learn how to turn defense into a sudden
strike. When you or another creature you can see within 10
Tenets of Glory feet of you is hit by an attack roll, you can use your reaction
to grant a bonus to the target's AC against that attack,
The tenets of the Oath of Glory drive a paladin to attempt potentially causing it to miss. The bonus equals your
heroics that might one day shine in legend. Charisma modifier (minimum of +1). If the attack misses,
you can make one weapon attack against the attacker as
Actions over Words. Strive to be known by glorious part of this reaction, provided the attacker is within your
deeds, not words. weapon's range.

Challenges Are but Tests. Face hardships with courage, You can use this feature a number of times equal to your
and encourage your allies to face them with you. proficiency bonus, and you regain all expended uses when
you finish a long rest.
Hone the Body. Like raw stone, your body must be
worked so its potential can be realized. Living Legend

Discipline the Soul. You must marshal the discipline to At 20th level, you can empower yourself with the legends —
overcome failings within yourself that threaten to dim the whether true or exaggerated — of your great deeds. As a
glory of you and your friends. bonus action, you gain the following benefits for 1 minute:

Oath Spells Whenever you spend dice from the pool of your Sacred
Touch feature, you regain hit points equal to 2d8 + your
You gain oath spells at the paladin levels listed in the Oath Charisma modifier (minimum of 1 hit point).
of Glory Spells table. You are blessed with an otherworldly presence, gaining
advantage on all Charisma checks.
Oath of Glory Spells If you miss with a weapon attack or fail a saving throw,
you can use your reaction to cause the roll to
Paladin
automatically succeed instead.
Level Spells Once you use this bonus action, you can't use it again
3rd guiding bolt, heroism until you finish a long rest, unless you expend a 5th-level
5th enhance ability, magic weapon spell slot to use it again.
9th haste, protection from energy Oath of Redemption
13th compulsion, freedom of movement The Oath of Redemption sets a paladin on a difficult path,
17th flame strike, skill empowermentXGE one that requires a holy warrior to use violence only as a
last resort. Paladins who dedicate themselves to this oath
Channel Divinity: Peerless Athlete believe that any person can be redeemed and that the path
of benevolence and justice is one that anyone can walk.
As a bonus action, you can use your Channel Divinity to These paladins face evil creatures in the hope of turning
augment your athleticism. For the next 10 minutes, you their foes to the light, and they slay their enemies only
have advantage on Strength (Athletics) and Dexterity when such a deed will clearly save other lives. Paladins
(Acrobatics) checks; you can carry, push, drag, and lift twice who follow this path are known as redeemers.
as much weight as normal; and the distance of your long
and high jumps increases by 10 feet (this extra distance
costs movement as normal).

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  Oath Spells
While redeemers are idealists, they are no fools.
You gain oath spells at the paladin levels listed in the Oath
Redeemers know that undead, demons, devils, and other of Redemption Spells table.
supernatural threats can be inherently evil. Against such
foes, paladins who swear this oath bring the full wrath of Oath of Redemption Spells
their weapons and spells to bear. Yet the redeemers still
pray that, one day, even creatures of wickedness will invite Paladin

their own redemption. Level Spells
3rd sanctuary, sleep
Tenets of Redemption 5th calm emotions, hold person
9th counterspell, hypnotic pattern
The tenets of the Oath of Redemption hold a paladin to a 13th Otiluke's resilient sphere, stoneskin
high standard of peace and justice. 17th hold monster, wall of force

Promote Peace. Violence is a weapon of last resort. Channel Divinity: Emissary of Peace
Diplomacy and understanding are the paths to long-lasting
peace. You can use your Channel Divinity to augment your
presence with divine power. As a bonus action, you grant
Believe in Innocence. All people begin life in an yourself a +5 bonus to Charisma (Persuasion) checks for
innocent state, and it is their environment or the influence the next 10 minutes.
of dark forces that drives them to evil. By setting the proper
example, and working to heal the wounds of a deeply Channel Divinity: Rebuke the Violent
flawed world, you can set anyone on a righteous path.
You can use your Channel Divinity to rebuke those who use
Embody Patience. Change takes time. Those who have violence. Immediately after an attacker within 30 feet of
walked the path of the wicked must be given reminders to you deals damage with an attack against a creature other
keep them honest and true. Once you have planted the seed than you, you can use your reaction to force the attacker to
of righteousness in a creature, you must work day after day make a Wisdom saving throw. On a failed save, the attacker
to allow that seed to survive and flourish. takes radiant damage equal to the damage it just dealt. On
a successful save, it takes half as much damage.
Accept the Greater Good. Your heart and mind must
stay clear, for eventually you will be forced to admit defeat. Aura of the Guardian
While every creature can be redeemed, some are so far
along the path of evil that you have no choice but to end Starting at 7th level, you can shield others from harm at the
their lives for the greater good. Any such action must be cost of your own health. When a creature within 10 feet of
carefully weighed and the consequences fully understood, you takes damage, you can use your reaction to magically
but once you have made the decision, follow through with it take that damage, instead of that creature taking it. This
knowing your path is just. feature doesn't transfer any other effects that might
accompany the damage, and this damage can't be reduced
or prevented 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 left 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 other than this feature, neither benefit
works against that creature until you finish a long rest.

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Oath of the Tides Channel Divinity: Riptide Weapon
The Oath of the Tides calls to seafaring warriors, and to
journeymen who seek to serve upon the endless waves. As a bonus action, you can use your Channel Divinity to
Also known as blue knights or storm knights, paladins who imbue one weapon that you are holding with the might of a
swear this oath strike out upon the seas, braving storms breaking wave. For 1 minute, each time on your turn that
and lurking dangers in search of a greatness that lies you hit a creature with an attack roll made with that
beyond the horizon. Many a joyful tale is spoken of such a weapon, you can push the creature up to 10 feet in any
warrior who brought forth the power of a tempest to direction horizontally. If the weapon is not already magical,
shelter sailors from predatory corsairs, or who struck down it becomes magical for the duration, and if it has the
a terrifying monster that attacked from beneath the waves. thrown property, it returns to your hand immediately after
These paladins bear oceanic motifs on their armor and it is used to make a ranged attack.
clothing — glittering shells and coral, garlands of seaweed,
or nautical carvings of wind and water — and are called You can end this effect on your turn as part of any other
upon to protect coastal settlements and maritime travelers action. If you are not holding or carrying this weapon at the
from storms and deep-sea threats. end of your turn, or if you fall unconscious, this effect ends.

Tenets of the Tides Aura of Liberation

The tenets of the Oath of the Tides espouse a life enjoyed Starting at 7th level, you emanate an aura that evokes the
upon the waves, devoted to the natural beauty of the sea freedom of the open sea. While you are conscious, you have
and ever cognizant of the awesome, hidden powers of a swimming speed equal to your walking speed, and you
nature. and friendly creatures within 10 feet of you can't be
grappled or restrained. Creatures that are already grappled
Adapt Like the Seas. Water can flow around any or restrained when they enter your aura can spend 5 feet of
obstacle or become an impassable wall itself. Wind can lift movement to automatically escape nonmagical restraints.
a bird's wings or grind a rocky shore to sand. I accept and
embrace that I, too, must be fluid like the elements so that I At 18th level, the range of this aura increases to 30 feet.
am ready for any challenge.
Tidal Lock
Explore the Uncharted. The world is filled with
mysteries. Uncovering such mysteries is a noble pursuit, At 15th level, you learn to strike like the ebb and flow of the
whether beyond a stormy sky or within a turbulent heart, tides to impede the movement of nearby enemies. When a
for discovery is the surest path to greatness. creature you can see moves at least 1 foot while within
range of a melee weapon you're wielding, you can use your
Live a Life of Freedom. I aim to live according to my reaction to make an attack against the creature with that
own path, just as a ship charts its own course through the weapon. If the attack hits, the target can't willingly move
waters. Those who would exert their power to deny this away from you for the rest of the turn.
freedom to others will be defeated.
Storm Warden
Trust the Skies. The whisper of a breeze can grow into
the rumblings of a great storm, and those keen to its At 20th level, you can, as an action, summon the power of a
change are best served when the lightning falls. Nature is a raging tempest, which appears above you in the form of
constant source of guidance, and I heed its counsel. black thunderclouds and spreads to a radius of 30 feet. The
storm moves with you and is centered above you, and it
Oath Spells lasts for 1 minute, during which time lightning flashes in
the area, thunder booms, and strong winds roar. Ranged
You gain oath spells at the paladin levels listed on the Oath weapon attacks beneath the storm's area are impossible,
of the Tides Spells table. and while the storm lasts, you gain the following benefits:

Oath of the Tides Spells You have a flying speed of 60 feet, and you can hover.
Once on each of your turns when you hit a creature with
Paladin
a weapon attack, you can knock that creature prone if it
Level Spells is Large or smaller.
3rd create or destroy water, expeditious retreat As a bonus action, you can call a bolt of lightning from
5th gust of wind, misty step the cloud to strike at a point you choose beneath the
9th call lightning, tidal waveXGE cloud, and each creature within 5 feet of that point must
13th control water, freedom of movement make a Dexterity saving throw against your spell save
17th control windsXGE, maelstromXGE DC. A creature takes 3d8 lightning damage on a failed
save, or half as much damage on a successful one.
Channel Divinity: Seasmoke Shroud Once you summon this storm, you can't do so again until
you finish a long rest.
As an action, you can use your Channel Divinity to conjure Oath of Vengeance
a thick cloud of magical fog that surrounds you and The Oath of Vengeance is a solemn commitment to punish
spreads to a radius of 20 feet. The cloud moves with you those who have committed a grievous sin. When evil forces
and is centered on you, it spreads around corners, and it slaughter helpless villagers, when an entire people turns
heavily obscures its area. You and any creature within 5 against the will of the gods, when a thieves' guild grows too
feet of you can see through the fog, instead perceiving it as violent and powerful, when a dragon rampages through the
a faint mist. countryside - at times like these, paladins arise and swear
an Oath of Vengeance to set right that which has gone
The cloud lasts for 1 minute or until you dismiss it (no wrong. To these paladins — sometimes called avengers or
action required). A moderate wind (at least 10 miles an dark knights — their own purity is not as important as
hour) disperses the cloud after 4 rounds, and a strong wind delivering justice.
(at least 20 miles an hour) disperses it after 1 round.

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Tenets of Vengeance Soul of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all Starting at 15th level, the authority with which you speak
the tenets revolve around punishing wrongdoers by any your Vow of Enmity gives you greater power over your foe.
means necessary. Paladins who uphold these tenets are When a creature under the effect of your Vow of Enmity
willing to sacrifice even their own righteousness to mete makes an attack, you can use your reaction to make a
out justice upon those who do evil, so the paladins are often melee weapon attack against that creature if it is within
neutral or lawful neutral in alignment. The core principles range.
of the tenets are brutally simple.
Avenging Angel
Fight the Greater Evil. Faced with a choice of fighting
my sworn foes or combating a lesser evil, I choose the At 20th level, you can assume the form of an angelic
greater evil. avenger. Using your action, you undergo a transformation.
For 1 hour, you gain the following benefits:
No Mercy for the Wicked. Ordinary foes might win my
mercy, but my sworn enemies do not. Wings sprout from your back and grant you a flying
speed of 60 feet.
By Any Means Necessary. My qualms can't get in the You emanate an aura of menace in a 30-foot radius. The
way of exterminating my foes. first time during combat that any enemy creature enters
the aura or starts its turn there, that creature must
Restitution. If my foes wreak ruin on the world, it is succeed on a Wisdom saving throw or become
because I failed to stop them. I must help those harmed by frightened of you for 1 minute or until it takes any
their misdeeds. damage.
You have advantage on attack rolls against creatures
Oath Spells frightened of you.
Once you use this feature, you can't use it again until you
You gain oath spells at the paladin levels listed in the Oath finish a long rest, unless you expend a 5th-level spell slot to
of Vengeance Spells table. use it again.

Oath of Vengeance Spells Oath of the Watchers
The Oath of the Watchers binds paladins to protect mortal
Paladin
realms from the predations of extraplanar creatures, many
Level Spells of which can lay waste to mortal soldiers. Thus, the
3rd bane, hunter's mark Watchers hone their minds, spirits, and bodies to be the
5th hold person, misty step ultimate weapons against such threats.
9th haste, protection from energy
13th banishment, dimension door Paladins who follow the Watchers' oath are ever vigilant
17th hold monster, scrying in spotting the influence of extraplanar forces, often
establishing a network of spies and informants to gather
Channel Divinity: Abjure Enemy information on suspected cults. To a Watcher, keeping a
healthy suspicion and awareness about one's surroundings
As an action, you present your holy symbol and speak a is as natural as wearing armor in battle.
prayer of denunciation, using your Channel Divinity.
Choose one creature within 60 feet of you that you can see. Tenets of the Watchers
That creature must make a Wisdom saving throw, unless it
is immune to being frightened. Fiends and undead have A paladin who assumes the Oath of the Watchers swears to
disadvantage on this saving throw. safeguard mortal realms from otherworldly threats.

On a failed save, the creature is frightened of you for 1 Vigilance. The threats I face are cunning, powerful, and
minute or until it takes any damage. While frightened of subversive. I am ever alert for their corruption.
you, the creature's speed is 0, and it can't benefit from any
bonus to its speed. Loyalty. I must never accept gifts or favors from fiends or
those who truck with them. I will stay true to mu order, my
On a successful save, the creature's speed is halved for 1 comrades, and my duty.
minute or until the creature takes any damage.
Discipline. I am the shield against the endless terrors
Channel Divinity: Vow of Enmity that lie beyond the stars. My blade must be forever sharp
and my mind keen to survive what lies beyond.
As a bonus action, you can utter a vow of enmity against a
creature you can see within 10 feet of you, using your Oath Spells
Channel Divinity. You gain advantage on attack rolls against
the creature for 1 minute or until it drops to 0 hit points or You gain oath spells at the paladin levels listed in the Oath
falls unconscious. of the Watchers table.

Relentless Avenger Oath of the Watchers Spells

By 7th level, your supernatural focus helps you close off a Paladin

foe's retreat. When you hit a creature with an opportunity Level Spells
attack, you can move up to half your speed immediately 3rd alarm, detect magic
after the attack and as part of the same reaction. This 5th moonbeam, see invisibility
movement doesn't provoke opportunity attacks. 9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

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Channel Divinity: Watcher's Will List of Spells 3rd Level

You can use your Channel Divinity to invest your presence 1st Level Aura of Vitality
with the warding power of your faith. As an action, you can Blinding Smite
choose a number of other creatures you can see within 30 Bless Create Food and Water
feet of you, up to a number equal to your Charisma Ceremony * Crusader's Mantle
modifier (minimum of one creature). For 1 minute, you and Command Daylight
the chosen creatures have advantage on Intelligence, Compelled Duel Dispel Magic
Wisdom, and Charisma saving throws. Cure Wounds Elemental Weapon
Detect Evil and Good Magic Circle
Channel Divinity: Planar Interdiction Detect Magic Remove Curse
Detect Poison and Disease Revivify
You can use your Channel Divinity to castigate unworldly Divine Favor Spirit Shroud **
beings. As an action, you present your holy symbol and Guiding Bolt
each aberration, celestial, elemental, fey, or fiend within 30 Heroism 4th Level
feet of you that can hear you must make a Wisdom saving Protection from Evil and
throw. On a failed save, the creature is turned for 1 minute Aura of Life
or until it takes damage. Good Aura of Purity
Purify Food and Drink Banishment
A turned creature must spend its turns trying to move as Searing Smite Death Ward
far away from you as it can, and it can't willingly end its Shield of Faith Find Greater Steed *
move in a space within 30 feet of you. For its action, it can Thunderous Smite Locate Creature
use only the Dash action or try to escape from an effect Wrathful Smite Staggering Smite
that prevents it from moving. If there's nowhere to move,
the creature can take the Dodge action. 2nd Level 5th Level

Aura of the Sentinel Aid Banishing Smite
Branding Smite Circle of Power
Starting at 7th level, you emit an aura of alertness while Continual Flame Destructive Wave
you aren't incapacitated. When you and any creatures of Find Steed Dispel Evil and Good
your choice within 10 feet of you roll initiative, you all gain Gentle Repose Flame Strike
a bonus to initiative equal to your proficiency bonus. Lesser Restoration Geas
Locate Object Hallow
At 18th level, the range of this aura increases to 30 feet. Magic Weapon Holy Weapon *
Prayer of Healing Mass Cure Wounds
Vigilant Rebuke Protection from Poison Raise Dead
Warding Bond Summon Celestial **
By 15th level, you've learned how to chastise anyone who Zone of Truth
dares wield beguilements against you and your wards.
Whenever you or an ally 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 2d8 + your
Charisma modifier force damage to the creature that
forced the saving throw.

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,
celestials, elementals, fey, and fiends.
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.

Paladin Spells

The list of paladin spells below is presented in alphabetical
order, sorted by spell level. Spells which were not originally
included in the paladin spell list are written in bolded
italics.

Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
asterisks (a spell in Tasha's Cauldron of Everything).

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Class Changes Oath of the Crown

Unlike other martially-inclined classes, the paladin's access The changes to the Oath of the Crown are listed below.
to Spellcasting gives it a great amount of flexibility in its Channel Divinity: Champion Challenge. This ability's
party role, and the class's other iconic features provide a
strong foundation that leaves little need for an overhaul effect ends on a creature if the paladin ends their turn
with regards to rebalancing. Therefore, the most more than 30 feet away from the creature; previously, it
substantive changes made to the class's feature ended if the paladin was more than 30 feet away from the
progression in this handbook were made with the intention creature at any time.
of bringing some of the paladin's abilities more in line with
other features of a similar nature, in order to avoid Channel Divinity: Turn the Tide. The hit points
confusion on gamerule interactions while still preserving restored by this feature equal 2d6 + half the paladin's level,
the function of the class's definitive playstyle. instead of 1d6 + the paladin's Charisma modifier
(minimum of 1 hit point).
Divine Sense. This feature has a minimum of two uses.
Sacred Touch. This feature combines the Lay on Hands Aura of Allegiance. Renamed from Divine Allegiance,
(1st-level) and Divine Smite (2nd-level) abilities and this feature now functions as an aura, the effect of which
consolidates them into a single feature with a shared pool can be activated as a reaction to have the paladin take half
of resources, which is now represented by d8s instead of a the incoming damage.
discrete number of points (as was previously the case for
Lay on Hands). This provides the paladin with the ability to Exalted Champion. The paladin can use this feature
use Divine Smite without expending spell slots, but at the again by expending a 5th-level spell slot.
cost of depleting their ability to use Lay on Hands, which
now can't be used in 1-point increments. In exchange, Lay Oath of Darkness
on Hands provides additional healing when used, and
Divine Smite now works with unarmed strikes. Previously known as the Oathbreaker, the changes to the
Divine Font. This is a new feature, which is intended to Oath of Darkness are listed below.
replace the spell slot expenditure effect of Divine Smite by
providing a means to gain additional uses of Sacred Touch Oath Spells. At 3rd level, the paladin gains access to the
at the cost of spell slots. Overall, this feature and Sacred spell cause fear, instead of inflict wounds. At 17th level,
Touch are designed to allow the paladin to retain most, if they gain access to negative energy flood, instead of
not all, of its damage scaling potential, while giving a contagion.
degree of flexibility to the balance of their healing and
damage-dealing abilities. Channel Divinity: Control Undead. The CR limit of this
Fighting Style. The paladin now gains access to the feature now equals half the paladin's class level, instead of
Unarmed Fighting style option. being equal to their paladin level, since this oath is intended
Sacred Oath. The Harness Divine Power Channel to be available to all paladins at 3rd level.
Divinity option has been renamed to Divine Blessing, and
the Oathbreaker subclass to Oath of Darkness. Profane Touch. This is a new feature, which alters the
Cleansing Touch. The paladin gains this feature at 5th nature of the paladin's Sacred Touch in order to reflect
level, instead of 14th level. The feature now provides their dark nature.
incremental benefits for the paladin as they gain class
levels; the feature's original benefit is now gained at 13th Dread Lord. This feature has been modified to better
level to accommodate Aura of Conviction (see below). suit a player's paladin progression: the aura created by the
Divine Strikes. Renamed from Improved Divine Smite, feature reduces dim light in its radius to darkness, which
the paladin now also gains the benefit of this feature when the paladin can see through, while the sight-based benefit
using unarmed strikes. of the aura's shadow has been removed; the aura deals 20
Aura of Conviction. The paladin gains this feature, psychic damage instead of 4d10 psychic damage; and the
formerly the 7th-level Oath of Devotion feature known as bonus action's damage dice are 3d8, rather than 3d10.
Aura of Devotion (see below), at 14th level, regardless of
the oath they choose.

Oath of the Ancients

The changes to the Oath of the Ancients are listed below.
Oath Spells. At 9th level, the paladin gains access to the

spell summon fey, instead of protection from energy. At
13th level, they gain access to guardian of nature, instead of
ice storm.

Channel Divinity: Nature's Wrath. A creature
restrained by the vines must use its action to repeat the
saving throw, instead of making one automatically at the
end of its turn.

16 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials

Oath of Devotion Oath of Vengeance

The changes to the Oath of Devotion are listed below. The changes to the Oath of Vengeance are listed below.
Aura of Devotion. This feature now grants additional Avenging Angel. The paladin can use this feature again

benefits when the paladin uses Lay on Hands instead of its by expending a 5th-level spell slot.
previous effect, which has been moved to the base class at
14th level as Aura of Conviction (see above). Oath of the Watchers

Holy Nimbus. This feature now also grants resistance to The changes to the Oath of the Watchers are listed below.
radiant and necrotic damage, and advantage on saving Vigilant Rebuke. This feature's triggering effect is
throws against the non-spell magical effects of fiends and
undead. Additionally, the paladin can use the feature again limited to the paladin and their allies, instead of any
by expending a 5th-level spell slot. creatures, within the feature's range.

Oath of Glory Art Credits

The changes to the Oath of Glory are listed below. The artists below are credited in alphabetical order. Where
Oath Spells. At 17th level, the paladin gains access to possible, an art credit includes the website where the
artist's work can be found, and the pages on which their
the skill skill empowerment, instead of commune. illustrations appear.
Aura of Alacrity. The aura lasts while you are conscious
Aaron Miller (ArtStation; pg 17)
(instead of not being incapacitated), and its range is 10 feet, Alcd (Pixiv; pg 10)
extending to 30 feet at 18th level (previously 5 feet, Blizzard Entertainment (© Blizzard; pg 8)
extending to 10 feet). Li Qian (ArtStation; cover)
Russell Dongjun Lu (ArtStation; pg 12)
Glorious Defense. The paladin can use this feature a Thomas Randby (ArtStation; pg 16)
number of times equal to their proficiency bonus, instead of Wizards of the Coast (© Wizards; pg 2, 6, 15)
their Charisma modifier (a minimum of once).
Thank You
Living Legend. This feature now grants a benefit when
the paladin uses their Sacred Touch, and the second and ... for taking the time to read this reimagining of the Monk
third benefits of the feature have been merged together, class! If you have any feedback or suggestions, please
now requiring the paladin's reaction to use. contact the author ─ /u/Ozzifer on Reddit ─ or consider
joining their Patreon.

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Open Game License  

 

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