The Paladin
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Lay on Hands, Otherworldly Sense, Sacred Oath | - | - | - | - | - |
| 2 | +2 | Fighting Style, Smite, Spellcasting | 2 | - | - | - | - |
| 3 | +2 | Channel Divinity (1/rest), Divine Aura | 3 | - | - | - | - |
| 4 | +2 | Ability Score Improvement | 3 | - | - | - | - |
| 5 | +3 | Sacred Oath Feature | 4 | 2 | - | - | - |
| 6 | +3 | Aura of Protection | 4 | 2 | - | - | - |
| 7 | +3 | - | 4 | 3 | - | - | - |
| 8 | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
| 9 | +4 | Sacred Oath Feature | 4 | 3 | 2 | - | - |
| 10 | +4 | Aura of Courage, Divine Aura Improvement | 4 | 3 | 2 | - | - |
| 11 | +4 | Sacred Strikes | 4 | 3 | 3 | - | - |
| 12 | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
| 13 | +5 | Channel Divinity (2/rest) | 4 | 3 | 3 | 1 | - |
| 14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
| 15 | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
| 16 | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
| 17 | +6 | Aura of Will | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Divine Aura Improvement | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
Class Features
As a paladin, you gain the following class features
Hit Points
- Hit Dice: 1d10 per paladin level
- Hit Points at 1st Level: 10 + CON modifier
- Hit Points at Higher Levels: 1d10 (or 6) + CON modifier per paladin level after 1st.
Proficiencies
- Armor: All armor, shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- (a) chain mail or (b) chain shirt
- Holy symbol
Lay on Hands
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Otherworldly Sense
As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the 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. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Sacred Oath
You have sworn an oath that will bind you as a paladin forever. You may choose the oath of Ancients, Conquest, Crown, Devotion, Redemption, or Vengeance, or you may play an oathbreaker by taking the Oathbreaker or Blackguard sacred oaths. Your choice grants you features at 1st level, and again at 5th, 9th, 15th, and 20th level.
Oath Smite
Each oath has an associated damage type. Whenever a feature refers to your oath smite damage, use this damage type.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 to attack rolls with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- 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.
Smite
Starting at 2nd level, once per turn when you hit a creature with a weapon attack, you can expend a spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or undead, to a maximum of 6d8. The extra damage is of a type determined by your oath smite damage.
Spellcasting
At 2nd level, you get access to paladin spells.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + proficiency + CHA modifier
Spell attack modifier = proficiency + CHA modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Channel Divinity
At 3rd level, you gain a special resource called a Channel Divinity, which allows you to use certain special abilities. After expending a Channel Divinity, you must finish a short or long rest before doing so again. Starting at 13th level, you may expend two Channel Divinities before needing to finish a short or long rest.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
You start with one Channel Divinity option: Sacred Shield, and generally will be granted more through your sacred oath.
Channel Divinity: Sacred Shield
As an action, you present your holy symbol to create a sphere of divine power around you with a radius of 30 feet that lasts for 1 minute or until you lose concentration, as though you were concentrating on a spell. The sphere is filled with bright light, and dim light extends an extra 30 feet from the sphere. If a creature starts its turn within the sphere, you may force it to make a Charisma saving throw. On a failure, the creature is pushed away from you until it exits the sphere. You and all creatures of your choice within the sphere are considered to have half cover while within the sphere.
Divine Aura
Starting at 3rd level, you emanate an aura of divine energy in a radius of 10 feet around you as long as you are conscious. As an action, you may heal yourself and all friendly creatures within the aura a number of hit points equal to your proficiency bonus + your Charisma modifier. After doing so, you must finish a long rest before doing so again.
Starting at 10th level, your divine aura's radius increases to 20 feet, and at 18th level it increases to 30 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Aura of Protection
Starting at 6th level, if you or a friendly creature within your divine aura has to make a saving throw, it adds your Charisma modifier (minimum of +1) to the roll.
Aura of Courage
Starting at 10th level, you and friendly creatures within your divine aura can't be frightened.
Sacred Strikes
At 11th level, once per turn when you hit a creature with a weapon attack, it deals an extra 1d8 of your oath smite damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aura of Will
Starting at 17th level, you and friendly creatures within your divine aura can't be charmed.
Oath of the Ancients
Oath Smite: Psychic
Oath Spells
| Level | Spells |
|---|---|
| 2 | ensnaring strike, faerie fire |
| 5 | moonbeam, misty step |
| 9 | plant growth, wind wall |
| 13 | compulsion, guardian of nature |
| 17 | tree stride, wrath of nature |
Warden of the Ancients
You learn two druid cantrips of your choice. Charisma is your spellcasting ability for these cantrips. You also gain proficiency in your choice of Animal Handling, Nature, or Survival.
Misty Strike
Starting at 5th level, once per turn when you hit a creature with a weapon attack, you may choose to either teleport 5 feet in any direction, or force the creature to make a Charisma saving throw versus your spell save DC, teleporting 5 feet in a direction of your choice and taking 1d6 force damage on a failure.
Channel Divinity: Turn the Wild
Starting at 5th level, you can use your action to present your holy symbol and press your will over the forces of the wild. All beasts, fey, monstrosities, and plant creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to moves 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 try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
Aura of Warding
At 9th level, you and all friendly creatures within your divine aura have resistance to damage from spells.
Undying Sentinel
At 15th level, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of Conquest
Oath Smite: Psychic
Oath Spells
| Level | Spells |
|---|---|
| 2 | armor of agathys, command |
| 5 | hold person, spiritual weapon |
| 9 | bestow curse, fear |
| 13 | confusion, phantasmal killer |
| 17 | dominate person, geas |
Break Their Wills
At 1st level, when a creature that can see you hits you with an attack, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature takes 2d6 psychic damage and is frightened of you until end of its next turn. On a success, it takes half the damage and isn't frightened.
You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
Channel Divinity: Crush the Uprising
At 5th level, you can force your will over those who seek to overpower you. If a creature is under the effect of a spell you cast on it that allows it to make saving throws to break out of the effect, and it succeeds on one, you can use your reaction to instead force it to fail the saving throw and take 2d8 psychic damage.
Aura of Dominion
Starting at 9th level, if a creature within your divine aura is frightened of you, its speed is reduced to 0, and it takes psychic damage equal to half your paladin level if it starts its turn there.
Motivate
Starting at 15th level, whenever you cast a spell targeting a creature within your weapon's range that requires the creature to make a saving throw, you prepare an attack against the creature to motivate it to comply with the spell.
If the creature succeeds on the saving throw, you may immediately make one free weapon attack against it with advantage.
Invincible Conqueror
At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of the Crown
Oath Smite: Force
Oath Spells
| Level | Spells |
|---|---|
| 2 | command, compelled duel |
| 5 | warding bond, zone of truth |
| 9 | aura of vitality, spirit guardians |
| 13 | aura of life, guardian of faith |
| 17 | circle of power, geas |
Aura of Heroism
Starting at 5th level, once per turn when you hit a creature with a weapon attack, you and all allied creatures within your divine aura gain 1d8 temporary hit points.
Channel Divinity: Turn the Tide
At 9th level, you can use your action to present your holy symbol, bestowing yourself with divine power in darkest of situations. If you were below half health, you are healed up to half health, and all allied creatures within 30 feet who are below half health heal 1d8 hit points. Also, if you were prone, you can stand up for free, and all allied creatures within 30 feet who are prone can do so as well. Additionally, you and all allied creatures within 30 feet of your have advantage on your next attack roll before the end of your next turn.
Unyielding Spirit
At 15th level, you have advantage on all saving throws and ability checks against being paralyzed, stunned, moved against your will, or knocked prone.
Exalted Champion
At 20th level, you can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within your divine aura.
- You have advantage on Wisdom saving throws, as do your allies within your divine aura
Once you use this feature you can't use it again until you finish a long rest.
Oath of Devotion
Oath Smite: Radiant
Oath Spells
| Level | Spells |
|---|---|
| 2 | protection from evil and good, sanctuary |
| 5 | lesser restoration, zone of truth |
| 9 | beacon of hope, dispel magic |
| 13 | freedom of movement, guardian of faith |
| 17 | commune, flame strike |
Divine Power
Your pool of healing granted by your Lay on Hands feature is increased, so that you can heal a total number of hit points equal to 8 times your paladin level, instead of 5.
Additionally, when you use your Otherworldly Sense feature, it lasts 1 minute, instead of 1 turn.
Sacred Weapon
At 5th level, as a 10-minute ritual, you can cause a single weapon to become sacred, which lasts until you perform the ritual on a different weapon. Once per turn when you hit a creature with a sacred weapon, it deals an amount of radiant damage equal to your Charisma modifier + your proficiency bonus, in addition to the weapon damage. When you attack an undead or fiend with a sacred weapon, you may add your Charisma modifier to the attack roll. Additionally, you may use an action to cause the sacred weapon to emit dim light in a 10-foot radius.
Channel Divinity: Turn the Unholy
At 5th level, you can present your holy symbol as an action to force all undead and fiends within 30 feet to make a Wisdom saving throw. On a failure, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Healing
At 9th level, whenever you use a paladin spell or feature to heal another creature within your divine aura, you and all other allied creatures within your divine aura heal an amount of hit points equal to your Charisma modifier.
Purity of Spirit
Starting at 15th level, you are always under the effect of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the dim light, the creature takes 10 radiant damage; if it starts its turn in the bright light, it takes 15 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of Redemption
Oath Smite: Radiant
Oath Spells
| Level | Spells |
|---|---|
| 2 | healing word, sanctuary |
| 5 | calm emotions, hold person |
| 9 | counterspell, hypnotic pattern |
| 13 | otiluke's resilient sphere, stoneskin |
| 17 | hold monster, wall of force |
Self-Defense
You gain proficiency in Persuasion. Additionally, you have advantage on all attack rolls against a creature if it has attacked you or cast a spell on you within the last minute, but you haven't attacked it or cast a spell on it within the last minute.
Nonviolent Combatant
At 5th level, you can attack twice, instead of once, whenever you take the Attack action. However, only one of these attacks can be a weapon attack; the other must be a Grapple, Shove, Disarm, or similar action. You also have advantage on all Grapple, Shove, and Disarm actions.
Aura of the Guardian
Starting at 5th level, when a creature within your divine aura takes damage, you can use your reaction to magically take that damage instead. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Channel Divinity: Rebuke the Violent
Starting at 9th level, you can magically punish others for violent actions. 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.
Protective Spirit
Starting at 15th level, 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 deal damage to a creature by any means but this feature or your Rebuke the Violent feature, neither benefit works against that creature until you finish a long rest.
Oath of Vengeance
Oath Smite: Force
Oath Spells
| Level | Spells |
|---|---|
| 2 | bane, wrathful smite |
| 5 | hold person, misty step |
| 9 | haste, slow |
| 13 | banishment, dimension door |
| 17 | hold monster, destructive wave |
Relentless Avenger
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.
Extra Attack
At 5th level, you can attack twice, instead of once, when you take the Attack action.
Channel Divinity: Vow of Enmity
By 5th level, you can use a bonus action to utter a vow of enmity against a creature within 30 feet of you. For the next minute, you have advantage on all attack rolls against that creature.
Vortex of Vengeance
At 9th level, once per turn as a special attack action, you may force up to a number of creatures equal to your Charisma modifier within your divine aura to make Dexterity saving throws against your spell save DC. On a failure, a creature takes 1d6 force damage and is pulled 10 feet closer to you.
Soul of Vengeance
At 15th level, when a creature under the effects of your Vow of Enmity makes an attack, you can use your reaction to make a weapon attack against that creature if it is within range.
Avenging Angel
At 20th level, using your 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.
- The first time an enemy creature enters your divine 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.
- You make attack rolls against frightened creatures with advantage.
Once you use this feature, you can't use it again until you finish a long rest.
Breaking Your Oath
Oathbreaker
Oath Smite: Necrotic
Oath Spells
| Level | Spells |
|---|---|
| 2 | hellish rebuke, inflict wounds |
| 5 | crown of madness, darkness |
| 9 | animate dead, fear |
| 13 | confusion, summon greater demon |
| 17 | contagion, dominate person |
Deathly Touch
At 1st level, you gain the ability to cause pain with the touch of your fingers. As an action, you may touch a creature and expend any amount of hit points from your Lay on Hands pool, up to 20 points. The creature then takes necrotic damage equal to the amount of points spent.
Draining Blows
At 5th level, once per turn when you damage a creature with a weapon attack, you heal a number of hit points equal to your Charisma modifier, or equal to the damage dealt, whichever is lower.
Channel Divinity: Control Undead
at 5th level, as an action you target an undead creature you can see within 30 feet, and it must succeed on a Wisdom saving throw, or be forced to obey your commands for the next 24 hours, or until you use this Channel Divinity again. An undead whose challenge rating is higher than your level is immune to this effect. If you use this Channel Divninity on an undead you are already controlling, it does not get to make a save, and you simply reset the 24-hour timer.
Aura of Hate
Starting at 9th level, As a bonus action on your turn, you may allow your unholy wrath to burn around you, causing all creatures within your divine aura to take an amount of necrotic damage equal to your Charisma modifier.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Dread Lord
At 20th level, as an action you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened of you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. you make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you do so again until you finish a long rest.
Blackguard
Oath Smite: Poison
Oath Spells
| Level | Spells |
|---|---|
| 2 | charm person, ray of sickness |
| 5 | invisibility, mirror image |
| 9 | enemies abound, blink |
| 13 | confusion, greater invisibility |
| 17 | dominate person, passwall |
Unholy Venom
Whenever you deal poison damage with a weapon or spell, you ignore resistance to poison damage, and any immunity to poison damage is considered as resistance.
Additionally, you gain proficiency in Deception and Stealth.
Poison Strike
At 5th level, your weapons coat themselves with poison, replacing the normal damage type of the weapon with poison. Once per turn if you have advantage to hit a creature with a weapon, you may maximize the weapon's damage.
Aura of Confusion
At 5th level, your divine aura confuses creatures within it, making them see hallucinations and duplicates of you. As a bonus action before attacking a creature within your divine aura, you may give yourself advantage on the attack roll.
Channel Divinity: Shadow Leap
At 9th level, if you are hidden from an enemy creature within 60 feet of you that you can see, you may perform a shadow leap on it as a bonus action. You immediately teleport to an empty space within 10 feet of it. If you attack it before the end of your next turn, you do so at advantage, and all poison damage you deal against it is maximized.
Blackguard's Escape
At 15th level, immediately after you are hit with an attack, you can use your reaction to turn invisible and teleport up to 15 feet to an empty space you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
- You are invisible.
- If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
- If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can't use it again until you finish a long rest.
Antipaladin
An Antipaladin is a paladin who broke their oath for reasons outside of their control. Generally this is when a paladin is faced with a problem that they would have to solve by breaking their oath. These paladins are not necessarily evil or chaotic, as other oath breakers tend to be, but they are often confused and are trying to find answers to questions they could not answer within the confines of their oath.
Oath Smite: Force
Oath Spells
| Level | Spells |
|---|---|
| 2 | absorb elements, protection from evil and good |
| 5 | enhance ability, zone of truth |
| 9 | magic circle, speak with dead |
| 13 | death ward, stoneskin |
| 17 | contact other plane, legend lore |
Oathless
You have spent time traveling without a quest or purpose. You have learned much from many walks of life, and have learned skepticism. You gain proficiency in Insight and History. You also learn one cantrip from any spell list. Charisma is your spellcasting ability for this cantrip.
Extra Attack
At 5th level, you can attack twice, instead of once, when you take the Attack action.
Channel Divinity: Clarity
At 5th level, as an action you can present your holy symbol to ward off deceit. Immediately all illusions within 30 feet of you are dispelled as with the dispel magic spell cast at 3rd level. Additionally, for the next 10 minutes, your holy symbol emits bright light for 30 feet, and dim light for an additional 30 feet. You have advantage on all Insight checks against creatures within the bright light.
Aura of Divination
At 9th level, whenever you finish a long rest, you may choose a school of magic. For the day, whenever an object or effect that belongs to that school of magic is within your divine aura, you can sense it, as with the detect magic spell.