Paladin Sacred Oaths

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Sacred Oaths

Sacred Oaths

At 3rd level, a Paladin gains the Sacred Oath feature. The following Sacred Oaths are available to Paladins, along with those in the Player's Handbook and official supplements:

     
Beauty Forge Prosperity
Blade Inquisition Shield
Corsair Liberty Wilds
Exorcist Mysticism Oathless

Oath of Beauty

Paladins who swear the Oath of Beauty hold themselves to a standard of excellence and strive to be gleaming beacons of beauty. Some use the power of their graceful visage to inspire the downtrodden. Others become obsessed with their elegant appearance and use the power of their Oath to manipulate, deceive, and intimidate those they see as beneath them.

Paladin Level Feature
3rd Tenets of Beauty, Beauty Spells,
Channel Divinity
7th Aura of Elegance
15th Beauty Revealed
20th Paragon of Beauty

Tenets of Beauty

3rd-level Oath of Beauty feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Beauty uphold the following Tenets:

   
Grace Act with quiet dignity in combat, in
your leisurely pursuits, and in public.
Perfection Always strive to improve yourself, both
in combat skill and societal standing
Reputation Hold yourself to the highest societal
standard. Your reputation is everything.

Beauty Spells

3rd-level Oath of Beauty feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.

Paladin Level Spells
3rd charm person, disguise self
5th enthrall, suggestion
9th fear, hypnotic pattern
13th charm monster XGE, compulsion
17th dominate person, seeming
Breaking a Sacred Oath

Paladins who consistently violate the Tenets from their Sacred Oath should consider switching to the Oathless subclass at the end of this compendium.

Channel Divinity

3rd-level Oath of Beauty feature
Swearing this Oath grants the following Channel Divinities:

Otherworldly Elegance

As an action, you touch your holy symbol and enhance your appearance with divine glamour. For 1 hour, whenever you make a Charisma (Deception) or a Charisma (Persuasion) check, you treat a roll of 9 or lower on the d20 as a 10.

Quell the Defiler

When a creature you can see within 30 feet attacks you, you can use a reaction to force it to make a Wisdom saving throw. On a failure, its attack misses, and it is charmed by you until the end of your next turn, or until you attack the creature.

Aura of Elegance

7th-level Oath of Beauty feature
Your elegant visage bend others to your whims. Creatures of your choice within your Aura of Protection have disadvantage on saving throws against your illusion or enchantment spells.

You also have advantage on any Charisma (Deception) and Charisma (Persuasion) check you make against any creature within that same range, so long as you are not fighting it.

Beauty Revealed

15th-level Oath of Beauty feature
Your true beauty is terrible for your enemies to behold. When you are hit by an attack, you can use a reaction to reveal your true beauty, adding your Charisma modifier (minimum of +1) to your Armor Class against the triggering attack.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Paragon of Beauty

20th-level Oath of Beauty feature
You can use a bonus action on your turn to reveal the fullness of the divine beauty that dwells within your mortal form. For the next minute, you gain the benefits listed below:

  • You are immune to the charmed condition.
  • When you hit a creature with a weapon attack you deal additional damage equal to your Charisma modifier.
  • You can cast charm person as a 1st-level spell as a bonus action on each turn, including the turn that you activate this transformation, without expending a spell slot.

Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.

Oath of the Blade

Paladins who swear the Oath of the Blade dedicate their lives to becoming masters of combat. Often given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war. Some serve as mercenaries, and others as guardians or bodyguards. However, no matter their station Paladins of the Blade always look to test their martial skills.

Paladin Level Feature
3rd Tenets of the Blade, Channel Divinity,
Martial Superiority
7th Masterful Technique
15th Skillful Counter
18th Masterful Technique Improvement
20th Warrior of Legend

Tenets of the Blade

3rd-level Oath of the Blade feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Blade uphold the following Tenets:

   
Fair Play True warriors will always level the
playing field for a fair fight.
Respect All fellow warriors deserve your respect,
even the most bitter of your foes.

Channel Divinity

3rd-level Oath of the Blade feature
Swearing this Oath grants the following Channel Divinity:

Sacred Duel

As a bonus action, you can hold up your holy symbol to begin a Sacred Duel between you and another creature that agrees to the duel within 30 feet of you, designating you as duelists for 1 minute, or until one of you becomes unconscious.

Duelists are resistant to all damage from creatures, except for the other duelist. However, you can only target each other with attacks, spells, and features during this Sacred Duel.

Martial Superiority

3rd-level Oath of the Blade feature
You have honed your martial skill, gaining the benefits below:

Maneuvers. You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Archetype in the Player's Handbook. You can use only one Maneuver per attack. Each time you gain a Paladin level you can replace a Maneuver you know with another Maneuver of your choice.

Superiority Dice. You gain three Superiority Dice, which start as d6s. To use one of your Maneuvers you must expend a Superiority Die. You regain all of your expended Superiority Dice each time you finish a short or long rest.

Saving Throws. Some of your Maneuvers may require the target to make a saving throw to resist its effects. The saving throw DC for your Maneuvers is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Masterful Technique

7th-level Oath of the Blade feature
Your skill with the weapons of war has grown. You gain one additional Superiority Die, and your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice.

When you reach 18th level in this class you gain another Superiority Die (for a total of five), and your Superiority Dice become d10s. You also learn two additional Maneuvers.

                  Skillful Counter

                         15th-level Oath of the Blade feature
                           When a creature you can see hits you with a
                            melee attack, you can use a reaction to make
                            one melee attack against it with advantage.

Warrior of Legend

20th-level Oath of the Blade feature
You can use a bonus action on your turn to enter a battle trance that enhances your combat skills to legendary levels. For 1 minute, or until you are incapacitated, you can use one Maneuver you know as part of each melee weapon attack you make without expending a Superiority Die. If the Maneuver requires a Superiority Die roll, you use a d6 in its place.

Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.

Oath of the Corsair

Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew and will do whatever
it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most Paladins follow the law of the land or the tenets of a deity, Corsairs follow only laws they have personally agreed to.
No matter their philosophy, Corsairs are all fiercely loyal.

Paladin Level Feature
3rd Tenets of the Corsair, Channel Divinity,
Corsair Spells
7th Aura of Gallantry
15th Fury of the Seas
20th Grand Captain

Tenets of the Corsair

3rd-level Oath of the Corsair feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Corsair uphold the Tenets below:

   
Bravery To be a coward is a fate worse than death.
Live so others will sing of your deeds.
Defend those who defend themselves.
Freedom Mortal creatures are meant to be free.
No one should have to follow rules they did
not agree to or have a voice in creating.
Loyalty Stay true to those who are loyal to you.
Reward loyalty with glory and treasure.
Traitors deserve ruthless judgment.

Channel Divinity

3rd-level Oath of the Corsair feature
Swearing this Oath grants the following Channel Divinities:

All Hands on Deck

As a bonus action, you hold aloft your holy symbol and bellow an order to your allies. A number of creatures of your choice (up to your Charisma modifier) within 30 feet that can see or hear you can use their reaction to move up to their full speed. This movement does not provoke opportunity attacks.

Wrath of the Sea

When you use Divine Smite, you can speak aloud a prayer to the seas to invoke this Channel Divinity as part of your attack. When you do so, all the damage dealt by your attack changes to either cold, lightning, or thunder damage (your choice), and you can treat a roll of 1 or 2 on any of the damage dice that
    you roll as part of that attack as a 3.

Corsair Spells

3rd-level Oath of the Corsair feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.

Paladin Level Spells
3rd fog cloud, zephyr strike XGE
5th arcane lock, warding wind XGE
9th thunder step XGE, tidal wave XGE
13th control water, storm sphere XGE
17th control winds XGE, maelstrom XGE

Aura of Gallantry

7th-level Oath of the Corsair feature
Your presence inspires your allies to stand strong in the face of danger. You and creatures of of your choice that are within your Aura of Protection have advantage on any saving throw or ability check they make to resist being grappled, knocked prone, or otherwise moved against their will.

Fury of the Seas

15th-level Oath of the Corsair feature
Those who dare strike you are punished for their mutinous actions. When a creature you can see hits you with a melee attack, it takes your choice of either cold, lighting, or thunder damage equal to your Charisma modifier (minimum of 1).

Grand Captain

20th-level Oath of the Corsair feature
You are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:

  • You are immune to cold, lightning, and thunder damage.
  • You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.
  • Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your Paladin Spell save DC or be knocked prone.

Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.

Oath of the Exorcist

Since the dawn of time, the world has been plagued by the scourge that is undeath. As ancient as this threat itself, exists a brotherhood of Paladins, known as Exorcists, whose divine purpose is to protect the living from the dead. These warriors taint their souls with the foul magic of undeath, giving up any chance of a normal life, to better defend the living world.

Paladin Level Feature
3rd Tenets of the Exorcist, Channel Divinity,
Exorcist Spells
7th Spectral Form
15th Sundering Strike
18th Improved Spectral Form
20th Sacrificial Offering

Tenets of the Exorcist

3rd-level Oath of the Exorcist feature
Though the reason for taking this Oath may vary, all Paladins who swear an Oath of the Exorcist uphold the Tenets below:

   
Defend Life is a precious gift. All life, especially the
innocent, must be protected at all costs.
Destroy Undead are a cruel mockery of life and
must be hunted down and destroyed.
Focus Bear no titles or honors, inherit no lands,
and have no family or children.

Channel Divinity

3rd-level Oath of the Exorcist feature
Swearing this Oath grants the following Channel Divinities:

Sinister Insights

As an action, you can grasp your holy symbol to enhance your fortitude. For 1 hour, you have advantage on all ability checks and saving throws related to undead or necromancy magic.

Warrior of the Dawn

As a bonus action, you can grasp your holy symbol, choosing a creature within 30 feet. For 1 minute, each time you deal damage to the target, you deal a bonus 1d6 radiant damage.

Exorcist Spells

3rd-level Oath of the Exorcist feature
This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.

Paladin Level Spell
3rd protection from evil & good, sanctuary
5th invisibility, see invisibility
9th magic circle, spirit guardians
13th banishment, greater invisibility
17th dispel evil and good, holy weapon XGE

Spectral Form

7th-level Oath of the Exorcist feature
As a bonus action, you can take on a Spectral Form that lasts until the end of your turn and grants you the benefits below:

  • You are resistant to bludgeoning, piercing, and slashing damage from non-magical or non-silvered attacks.
  • You can move through solid objects and creatures as if they were difficult terrain.
  • If you end your movement in an object or creature, you
    are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you traveled.

Once you use this feature you must finish a short or
long rest before you can use it again. When you have no
uses of this feature remaining, you can expend a spell
slot of 2nd-level or higher to use Spectral Form again.

At 18th level, you can use this feature as a bonus action
on each of your turns without expending a resource.

Sundering Strike

15th-level Oath of the Exorcist feature
Your holy light scours the souls of your foes. Whenever you deal radiant damage to a creature, it cannot regain hit points or become incorporeal until the beginning of your next turn.

Sacrificial Offering

20th-level Oath of the Exorcist feature
You can sacrifice your vitality to resist the grasp of death. When you fall to 0 hit points but are not killed outright, you can spend one of your Hit Dice to drop to 1 hit point instead.

Oath of the Forge

Paladins who swear this Sacred Oath are often craftsmen in some sense of the word. Whether they are artisans working over the forge, or activists working to build a better society, all Forge Paladins work toward progress and order in their chosen craft. For some of these Paladins, may even hold this Sacred Oath fulfilled if they achieve perfection in their craft.

Paladin Level Feature
3rd Tenets of the Forge, Channel Divinity,
Forge Spells
7th Aura of Iron
15th Unyielding Steel
20th Champion of the Forge

Tenets of the Forge

3rd-level Oath of the Forge feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Forge uphold the Tenets below:

   
Order Create order from disorder, whether
by crafting raw material into works of
artistry, or people into community.
Perfection Always strive for perfection in your
chosen craft. The quest for perfection
does not end while you draw breath.
Progress It is your duty to pass your knowledge
on to the next generation, and ensure
that they will surpass even you.

Channel Divinity

3rd-level Oath of the Forge feature
Swearing this Oath grants the following Channel Divinities:

Molten Weapon

As a bonus action, you can hold aloft one melee weapon and imbue it with the power of the Forge. For the next minute, the weapon deals a bonus 1d6 fire damage on hit, and when you use Divine Smite with it, the Divine Smite damage becomes fire and you roll d10s in place of the d8s for that damage.

Ironworks

As an action, you can touch your holy symbol to a Medium or smaller metal object and instantly transfigure it into a shape of your choosing. To use this Channel Divinity to transfigure the metal into a work that would require skill or training, you must be proficient in the relevant set of artisan's tools.

Forge Spells

3rd-level Oath of the Forge feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd identify, searing smite
5th heat metal, magic weapon
9th elemental weapon, protection from energy
13th fabricate, wall of fire
17th animate objects, creation

Aura of Iron

7th-level Oath of the Forge feature
The power of your Oath imbues metal weapons and armor
of your choice within your Aura of Protection with masterful quality. Armor grants its wearer a +1 bonus to Armor Class, and mundane weapons count as magical weapons.

Unyielding Steel

15th-level Oath of the Forge feature
Your armor is infused with the conviction of your Oath.
Once per turn when you take damage, you can use your reaction to halve the amount of damage that you would
take, so long as you are wearing heavy armor.

You can use this feature a number of times equal to
your Charisma modifier (minimum of once), and you
regain all uses when you finish a short or long rest.

Champion of the Forge

20th-level Oath of the Forge feature
As a bonus action, you can transform into an avatar
of forge and fire. While transformed in this way, you
gain the benefits listed below:

  • Aura of Iron grants allied creatures resistance to
    all bludgeoning, piercing, and slashing damage.
  • You can use your Unyielding Steel reaction on each
    of your turns without expending a use of the feature.
  • When you deal fire damage you ignore resistance to
    fire damage and treat fire immunity as resistance.

This transformation lasts for 1 minute, but it ends
if you are incapacitated. Once you use this feature, you
must finish a long rest before you can use it again. When
you have no uses of this feature left, you can expend a spell slot of 5th-level to use this transformation again.

Oath of Inquisition

Truth. All dedicated Paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Above all, they despise creatures who hide their true form. Fiend, celestial, or fey; it matters not to the Inquisitor Paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited its life.

Paladin Level Feature
3rd Channel Divinity, Tents of Inquisition,
Inquisition Spells
7th Aura of Truth
15th Iron Will
20th Grand Inquisitor

Channel Divinity

3rd-level Oath of Inquisition feature
Swearing this Oath grants the following Channel Divinities:

Divine Interrogation

As an action, you grasp your holy symbol and recite a prayer of truth. One creature of your choice that can see or hear you within 10 feet must succeed on a Charisma saving throw, or you learn its true name, and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it
    to make within the next minute.

Surprise
Inquisition

When you roll initiative, so long as you are not surprised or incapacitated, you can use a reaction to hold aloft your holy symbol and force up to three creatures who can see, hear, and understand the language you are speaking to make a Wisdom saving throw. On a failed save, they are surprised.

Tenets of Inquisition

3rd-level Oath of Inquisition feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Inquisition uphold the Tenets below:

   
Truth Do whatever it takes to bring the truth
to light. Those who obscure the truth
deserve harsh punishment.
Immutability All creatures have a natural form. Any
who seek to physically alter or obscure
their true form cannot be trusted.
Retribution Enforce punishments that fit the crime.
A thief may lose their hand, but an
oathbreaker may forfeit their life.

Inquisition Spells

3rd-level Oath of Inquisition feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd charm person, command
5th moonbeam, zone of truth
9th clairvoyance, magic circle
13th arcane eye, charm monster XGE
17th legend lore, scrying

Aura of Truth

7th-level Oath of Inquisition feature
Your mere presence unravels lies and deception. Creatures of your choice within your Aura of Protection have disadvantage on Charisma (Deception) checks and advantage on Wisdom (Insight) checks. You can impose these effects independently.

Iron Will

15th-level Oath of Inquisition feature
You have honed your mind to resist any effects that would obscure the truth for you. You are immune to the charmed condition and the effects of enchantment spells.

Grand Inquisitor

20th-level Oath of Inquisition feature
As a bonus action, you can transform into an Avatar of divine truth and law, gaining the benefits below for the next minute:

  • You gain truesight out to a 120-foot radius.
  • You instantly know if a creature is lying to you.
  • Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.

Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can
    expend a 5th-level spell slot to use this feature again.

Oath of Liberty

The Oath of Liberty calls Paladins to use their power to stand with the oppressed against tyranny. It is not enough to enact justice but to see that justice is fairly applied to all. Paladins of Liberty are often despised by those who have seized power through nefarious means. Seen as threats to the established order, Paladins who swear this Oath are often persecuted.

Paladin Level Feature
3rd Tenets of Liberty, Channel Divinity,
Liberty Spells
7th Aura of Solidarity
15th Liberator
20th Shield of Freedom

Tenets of Liberty

3rd-level Oath of Liberty feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Liberty uphold the following Tenets:

   
Equality Birth, wealth, and status do not matter.
Treat everyone you meet equally
regardless of status or influence.
Equity All people should have access to basic
needs, regardless of birth, status, or wealth.
Freedom Bring freedom to the oppressed
and justice to the oppressor.

Channel Divinity

3rd-level Oath of Liberty feature
Swearing this Oath grants the following Channel Divinities:

Admonish the Tyrannical

When a creature you can see within 30 feet deals damage to another creature, you can use your reaction to rebuke it. For 1 minute, or until you lose concentration, that creature has disadvantage on any attack roll that doesn't target you.

Shield the Meek

When a creature you can see within 30 feet is hit by an attack you can use your reaction to grasp your holy symbol and add your Charisma modifier (minimum of +1) to its Armor Class against the attack, possibly turning a hit into a miss.

Liberty Spells

3rd-level Oath of Liberty feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd heroism, shield of faith
5th prayer of healing, warding bond
9th life transference XGE, revivify
13th aura of purity, freedom of movement
17th mass cure wounds, skill empowerment XGE

Aura of Solidarity

7th-level Oath of Liberty feature
The strength of your convictions protects those who stand alongside you. Whenever an allied creature within your Aura of Protection takes damage, it can reduce the damage by an amount equal to your Charisma modifier (minimum of 1).

Liberator

15th-level Oath of Liberty feature
Your presence is a guiding light for those you defend. As
a bonus action on each of your turns, you can allow one creature in your Aura of Protection to repeat a saving
throw to end one hostile effect currently affecting it.

Shield of Freedom

20th-level Oath of Liberty feature
As a bonus action, you can transform into an Avatar of divine Liberty, gaining the following benefits for the next minute:

  • You gain a flying speed equal to your walking speed.
  • Once per turn when you deal damage to a creature, you can choose one creature (other than yourself) within your
    Aura of Protection to regain a number of hit points equal
    to half the damage you just dealt.
  • You can use your Shield the Meek Channel Divinity as
    a reaction on each of your turns, without expending a
    use of your Channel Divinity feature.

Once you use this feature, you must finish a long
rest before you can use it again. You can expend
a 5th-level spell slot to transform again.

Oath of Mysticism

Where most Paladins swear their Oath to a divine cause or ideal, some swear an Oath to themselves, vowing to awaken their own inner power. Known as Mystics, these Paladins spend years in secluded places, unlocking the wondrous psionic power that lies dormant deep within their minds.

Optional Rule: Psionic Spellcasting

For the mechanics to match the fantasy of a psionic Paladin, use Intelligence in place of Charisma for all Paladin features.

Oath of Mysticism Features
Paladin Level Feature
3rd Channel Divinity, Tenets of Mysticism,
Mysticism Spells
7th Aura of Enlightenment
15th Psionic Rebuke
20th Mystic Ascension

Channel Divinity

3rd-level Oath of Mysticism feature
Swearing this Oath grants the following Channel Divinities:

Enlightened Spell

When you cast one of your Mysticism Spells, you can grasp your holy symbol to invoke this Channel Divinity, casting it without its verbal or somatic components.

Psionic Smite

When you use Divine Smite, you can mutter an incantation and cause the bonus damage of this Divine Smite to become psychic damage, and until the beginning of your next turn the
                                                      creature's speed is halved and
                                                             it cannot take reactions.

Tenets of Mysticism

3rd-level Oath of Mysticism feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Mysticism uphold the Tenets below:

   
Asceticism In order to draw out your full potential
of you must forgo all attachments.
Enlightenment Strive to realize your full potential.
Help others discover their true selves.
Knowledge Knowledge is the only treasure that
can bring deeper enlightenment.

Mysticism Spells

3rd-level Oath of Mysticism feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd catapult XGE, dissonant whispers
5th detect thoughts, levitate
9th clairvoyance, slow
13th confusion, phantasmal killer
17th telekinesis, wall of force

Aura of Enlightenment

7th-level Oath of Mysticism feature
The wondrous psionic power of your mind can shield your allies from hostile mental effects. Creatures of your choice within your Aura of Protection are resistant to both force
and psychic damage, and have advantage on saving throws
to resist being charmed or frightened.

Psionic Rebuke

15th-level Oath of Mysticism feature
Your mind protects you when physical defenses fail. When a creature in your Aura of Protection hits you with an attack
it takes psychic damage equal to your Charisma modifier (minimum of 1), so long as you are not incapacitated.

Mystic Ascension

20th-level Oath of Mysticism feature
As a bonus action, you can briefly unleash the full
power of your psionic abilities to take on a luminous
form, which grants you the benefits below for 1 minute:

  • You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
  • You gain a flying speed equal to your walking speed.
  • You gain immunity to psychic damage, and resistance to
    nonmagical bludgeoning, piercing, and slashing damage.
  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can
    expend a 5th-level spell slot to use this feature again.

Oath of Prosperity

Not all Paladins pursue lives of virtue or nobility. Some more worldly Paladins swear an Oath of Prosperity and dedicate their lives to amassing great material wealth. Often hailing from the merchant class, or acting in the service of a great dragon, Prosperity paladins value gold over all else. To them, each action, decision, and even each life, has a value in gold.

Paladin Level Feature
3rd Tenets of Prosperity, Channel Divinity,
Prosperity Spells
7th Aura of Prosperity
15th Fortunate Defense
20th Golden Guardian

Tenets of Prosperity

3rd-level Oath of Prosperity feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Prosperity uphold the Tenets below:

   
Benefit Before acting, analyze any benefits you
may gain, whether in wealth or favors.
Investment Every action is an investment that should
pay off for you in the future. Debt is a
powerful force to wield over another.
Profit Never enter a bad deal. Each agreement
you take part in must eventually increase
your power, influence, or wealth

Channel Divinity

3rd-level Oath of Prosperity feature
As a Paladin of the Oath of Prosperity, your Sacred
Oath grants you the following Divinity options:

Distilled Fortune

As an action, you can touch your holy symbol to a
Large or smaller non-magical object that is not worn
or carried, transforming it into a Tiny gemstone with
the same monetary worth as the item. As an action,
you can touch your holy symbol to the gemstone
and transform it back into the original object.

Vault of Prosperity

When you cast a Paladin spell that requires a material component with a stated gold cost, you can invoke this Channel Divinity to reduce the total cost by an amount
of gold equal to 50 times your Paladin level.

Prosperity Spells

3rd-level Oath of Prosperity feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd alarm, identify
5th arcane lock, locate object
9th glyph of warding, tiny servant XGE
13th fabricate, secret chest
17th animate objects, legend lore

Aura of Prosperity

7th-level Oath of Prosperity feature
Your presence increases the value of spells. When creatures of your choice within your Aura of Protection are targeted by a spell that restores hit points or grants temporary hit points, it adds your Charisma modifier (minimum of +1) to the total hit points or the number of temporary hit points it gains.

Fortunate Defense

15th-level Oath of Prosperity feature
You can liquidate your investments to protect you from harm. When you take damage from a creature you can see, you can use your reaction to destroy a gemstone gained from Distilled Fortune and reduce the incoming damage by 1d10 for every 100 gold the Distilled Fortune gemstone is worth.

Golden Guardian

20th-level Oath of Prosperity feature
As a bonus action, you can transform into an avatar of wealth itself, gaining the following benefits for the next minute:

  • You gain temporary hit points equal to twice your level.
  • As a bonus action, you can grant a creature within 30 feet temporary hit points equal to your Charisma modifier.
  • While you or other creatures have temporary hit points from Golden Guardian, you have a golden sheen and are resistant to bludgeoning, piercing, and slashing damage.

Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can
    expend a 5th-level spell slot to use this feature again.

Oath of the Shield

While most Paladins are known for the wrath they pour out upon their foes, those who swear the Oath of the shield use their power to defend. Known as Divine Shields, these noble warriors stand as protectors of the innocent and defenseless. Bravely placing themselves between their allies and danger, a Divine Shield is an invaluable ally to have on the battlefield.

Paladin Level Feature
3rd Tenets of the Shield, Channel Divinity,
Shield Spells
7th Aura of Defense
15th Adamant Stance
20th Divine Bulwark

Tenets of the Shield

3rd-level Oath of the Shield feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Shield uphold the Tenets below:

   
Defend You are a shield for the defenseless. You
power must defend those who come to
you for help, no matter the cost.
Immovable When you make a choice, stand by it.
When you vow to defend another,
defend them no matter the danger.
Resilient Remain unflinching in the face of foes.
Do not back down from a challenge
if there are innocent lives on the line.

Channel Divinity

3rd-level Oath of the Shield feature
Swearing this Oath grants the following Channel Divinities:

Divine Aegis

As an action, you can hold aloft your holy symbol and project a shimmering protective aura that extends outward from you in a 10-foot radius, which lasts until you move. Creatures of your choice within this radius gain the benefits of half cover.

Holy Abjuration

As a reaction when you take damage from a spell or another magical effect, you can grasp your holy symbol to invoke this Channel Divinity. The damage from the effect is reduced by an amount equal to your Charisma modifier (minimum of 1) + your Paladin level. If this effect reduces the damage of the spell or effect to zero, the entire spell or effect is dispelled.

Shield Spells

3rd-level Oath of the Shield feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd shield, shield of faith
5th aid, warding bond
9th protection from energy, tiny hut
13th fire shield, resilient sphere
17th circle of power, wall of stone

Aura of Defense

7th-level Oath of the Shield feature
When another creature within your Aura of Protection is hit by an attack, you can use your reaction to add your Charisma modifier to its Armor Class against the triggering attack.

Adamant Stance

15th-level Oath of the Shield feature
Once you take a stand there is nothing that can force you to move. Creatures that attempt to move you against your will must succeed on a Strength check with a DC equal
to 10 + your Paladin level + your Charisma
modifier (minimum of 1).

Divine Bulwark

20th-level Oath of the Shield feature
As a bonus action, you can empower your Aura of Protection with the power of your Divine Aegis, granting creatures of your choice within it the benefits below for the next minute:

  • At the start of your turn, you can distribute 20 temporary hit points among living creatures within your Aura.
  • Creatures of your choice gain three-quarters cover.
  • Whenever a creature within your Aura takes damage, you can choose to take the damage in place of that creature.

Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can
    expend a 5th-level spell slot to use this feature again.

Oath of the Wilds

Often working alongside Druids, Rangers, and Paladins who have sworn an Oath of the Ancients, those who take the Oath of the Wilds swear to protect and embody the wild power of beasts. They are warriors of nature who stand in defense of a balanced relationship between civilization and the wilds.

Paladin Level Feature
3rd Tenets of the Wilds, Channel Divinity,
Wild Spells
7th Aura of Savagery
15th Undying Predator
20th Primal Champion

Tenets of the Wilds

3rd-level Oath of the Wilds feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Wilds uphold the following Tenets:

   
Balance Strive always to ensure that nature
and civilization exist in a balance.
Freedom Like beasts of the wild, ensure that all
living thing can choose its own path.
Natural Law The natural law of the world is known
to all creatures, and it is your task to
uphold this order of all things.

Channel Divinity

3rd-level Oath of the Wilds feature
Swearing this Oath grants the following Channel Divinities:

Predator's Mark

As a bonus action, you can grasp your holy symbol and
mark one creature you can see within 120 feet as your
Prey. For 1 hour, you can add your Charisma modifier
(minimum of +1) to any ability check that you make
to track, tame, grapple, or subdue your Prey.

Soothe Beast

As an action, you touch your holy symbol to a beast
and force it to make a Wisdom saving throw. On a failed
save, the beast is charmed by you for 1 hour, or until you
or your allies do anything harmful to the creature.

Wild Spells

3rd-level Oath of the Wilds feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd command, speak with animals
5th beast sense, find steed
9th conjure animals, fear
13th dominate beast, giant insect
17th awaken, insect plague

Aura of Savagery

7th-level Oath of the Wilds feature
Your primal ferocity empowers you and your pack. Creatures of your choice within your Aura of Protection score a critical hit on a d20 roll of 19 or 20 on melee weapon attack rolls.

Undying Predator

15th-level Oath of the Wilds feature
Not even death can keep you from defending the wilds. If you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Primal Champion

20th-level Oath of the Wilds feature
As a bonus action, you can transform into a warrior of primal power. While transformed you gain the following benefits:

  • Creatures within your Aura of Savagery score a critical on a roll of 18-20 on the d20 for melee weapon attack rolls.
  • You gain 10 temporary hit points at the start of each turn.
  • You can use a bonus action on each turn to move up to your speed toward a hostile creature you can see. If you end this movement within 5 feet of the creature you can make a melee weapon attack with advantage against it.

This transformation lasts for 1 minute and ends early if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses left
    you can expend a 5th-level spell slot to transform again.

The Oathless

Oathless are Paladins who abandon their divinely appointed Sacred Oath for reasons other than evil, but still retain some of their power. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, seeking to renew their Oath, while others fall into despair.

Paladin Level Feature
3rd Tenets of the Oathless, Channel Divinity,
Oathless Spells
7th Ruthless Counter
15th Forceful Will
18th Ruthless Counter Improvement
20th Paragon of Dishonor

Tenets of the Oathless

3rd-level Oathless Paladin feature
An Oathless Paladin owes allegiance to no one. They hold to no Tenets and are loyal to nothing but themselves. Oathless Paladins are often selfish, with their own safety and power being their only concern. These lost warriors won't hesitate to obtain what they desire, even at the expense of others.

Channel Divinity

3rd-level Oathless Paladin feature
Swearing this Oath grants the following Channel Divinities:

Devious Escape

As a bonus action, you grasp your holy symbol and force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature cannot see, smell, sense, or perceive you in any way for 1 minute. This effect ends if you attack, touch, or target the creature with a spell.

Selfish Restoration

If you begin your turn and are charmed, frightened, paralyzed, poisoned, or stunned, you can invoke this Channel Divinity to repeat the saving throw to end this condition with advantage. If the condition does not have a saving throw to end, you can make a Charisma saving throw to end it.

Oathless Spells

3rd-level Oathless Paladin feature
The spells below become Paladin spells for you at the levels noted in the table below. You always have them prepared, but they don't count against the spells you can prepare each day.

Paladin Level Spells
3rd charm person, false life
5th invisibility, suggestion
9th gaseous form, vampiric touch
13th charm monster XGE, greater invisibility
17th geas, passwall

Ruthless Counter

7th-level Oathless Paladin feature
When a Large or smaller creature you can see misses you with a melee attack, you can use your reaction to force it to make a Dexterity saving throw against your Spell save DC. On a failure, it is knocked prone and its speed is reduced to 0 until the start of your next turn.

At 18th level, you gain a special reaction that you can take on each creature's turn to use your Ruthless Counter.

Forceful Will

15th-level Oathless Paladin feature
When you force a creature that can see you within 15 feet to make a saving throw to resist the effects of an enchantment spell it has disadvantage on its initial saving throw.

Paragon of Dishonor

20th-level Oathless Paladin feature
As a bonus action, you can focus your self-serving power to become a grey shade of the righteous Paladin you could have been, gaining the following benefits for the next minute:

  • You become invisible as if by the greater invisibility spell.
  • You can take the Dash or Hide action as a bonus action.
  • When a creature misses you with an attack, you can force it to repeat its attack against another creature of your choice within the normal range of its attack.

Once you use this feature, you must complete a long rest before you can use it again. If you have no uses left, you can
    expend a 5th-level spell slot to use this feature again.

Additional Fighting Styles

The following extra Fighting Styles can be made available to Paladins when they gain a Fighting Style at 2nd level, along with the options presented in the Player's Handbook.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Great Weapon Fighting

Whenever you make an attack with a heavy melee weapon
as part of your Attack action, you can treat a total roll of 5
or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.

Heavyweight Fighting

You can use your weight, and the weight of your weapon,
to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.

Mariner

Oath of the Corsair Only
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.

Protector

When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.

Shield Warrior

Oath of the Shield Only
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.

Standard Bearer

When a creature within 5 feet attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.

Strongbow

You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.

Versatile Fighting

While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.

Sacred Oaths

Uphold your Sacred Oath with these expanded options for the Paladin class in 5e! Includes 12 new Sacred Oaths and 10 Fighting Styles.

Beauty - Blade - Corsair - Exorcist
Forge - Inquisition - Liberty - Mysticism
Prosperity - Shield - Wilds - Oathless

Version 2.5.1 - Created by /u/laserllama

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