Subclasses: Paladin

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Paladin

Paladin Subclasses
Sacred Oath Description
Oath of Dragon Slaying Slays dragons and protects people and villages from them
Oath of the Errant Roams the land to aid the people, often as they continue on a quest
Oath of Fealty Serves and supports those around them
Oath of Flame Seeks out and deals with heretics of the faith
Oath of Inquisition Blazes with righteous fire
Oath of Persistence Implacable and stalwart crusader
Oath of Souls Prtoects the souls from corruption and capture
Oath of Subterfuge Infiltrates other organizations impersonating as a member
A Song of Ice and Fire: Oath of the Faith Militant Honors the Seven with elements of Oath of the Ancients Paladin

Oath of Dragon Slaying

Dragons are the most powerful and dangerous creatures from the Material Plane. As such, their power over the common folk of the land must be kept in check. The worst are cruel, greedy serpents that will extort towns for gold, kidnap people to eat and enslave, or simply slaughter those they feel stand in their way. And even the most well-meaning may displace peoples or disrupt villages without realizing. Few people can stand up to their fearsome might. It takes bravery, will power, and strength to face such monsters.

Tenets of Dragon Slaying

When combating dragons, the following tenets can guide you on your mission.

Evil Dragons. Chromatic dragons are a scourge and must be slain.

Good Dragons. Metallic dragons which threaten the livelihood of peaceful creatures must be dealt with.

Innocents. While unerring in your pursuit of dragon killing, you must remember your goal is to protect creatures which cannot protect themselves.

Oath Spells

3rd-level Oath of Dragon Slaying feature

You gain oath spells at the paladin levels listed in the Oath of Dragon Slaying Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Dragon Slaying Spells
Paladin Level Spell
3rd heroism, shield of faith
5th earthbind EE, enlarge/reduce
9th fly, slow
13th locate creature, staggering smite
17th circle of power, hold monster
Variant: Alternative Spells

For players who do not have access to Elemental Evil Player's Companion, the dragon slaying spell earthbind can be replaced with ray of enfeeblement.

Channel Divinity

3rd-level Oath of Dragon Slaying feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Divine Bulwark. When a creature other than you within 30 feet of you is being subjected to an effect that allows it to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you may use your reaction to shield them with your Channel Divinity. The creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Turn the Malicious. As an action, you present your holy symbol and speak a prayer censuring dragons and fiends, using your Channel Divinity. Each dragon and fiend 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 Resistance

7th-level Oath of Dragon Slaying feature

Choose from acid, cold, fire, lightning, or poison. You and allies within 10 feet of you are resistant to the chosen damage. When you finish a long rest, you may change the damage resistance to another from the list.

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

Clip Wings

15th-level Oath of Dragon Slaying feature

When you successfully hit a creature with a flying speed, you deal an extra 1d8 damage, and its flying speed becomes 0 until the beginning of your next turn.

Dragon's Bane

20th-level Oath of Dragon Slaying feature

You can assume the form of a righteous dragon slayer. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your attacks deal an extra 5d8 damage to dragons.
  • You become immune to your choice of one of the following damage types: acid, cold, fire, lightning, or poison.
  • Creatures can't use legendary resistances for your paladin spells or features.
  • When you hit a creature and expend a spell slot to deal Divine Smite damage to the target, you may have the creature make a Constitution saving throw against your paladin spell save DC. On a failure, you may choose one damage resistance or immunity the creature has and make it so the creature has neither resistance nor immunity to the damage until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Errant

When a town is inundated with troubles that never seem to cease, sometimes an outsider arriving is what is needed to save the people. In various tales and ballads this outsider is known as a knight-errant, youxia, bogatyr, or other regional name.

Some of these paladins choose to wander because their home is lost to them, some are on a great quest and must keep venturing forth to complete it, while others must keep moving to avoid being caught be the oppressive power that they are helping each new place they find combat. Forever a stranger to the people they assist, these paladins quickly become symbols and legends; a mythic hero for each person or storyteller to imbue with their own perceived attributes or motivations.

Tenets of the Errant

Paladins of the Oath of the Errant are instructed to eschew permanent commitments and many choose to include these very tenets as a part of that.

Independence. Do not pledge allegiances to nations, sovereigns, or organizations. Do not form attachments you can't walk away from.

Assistance. While your stay may be brief, the townspeople should remember you fondly. Strive to be helpful.

Transience. Do not dally. When you have aided an area, move on to the next place.

Dedication. Having a quest, such as searching for a great artifact or avenging a fallen friend, can give your life and travels focus.

Oath Spells

3rd-level Oath of the Errant feature

You gain oath spells at the paladin levels listed in the Oath of the Errant Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Errant Spells
Paladin Level Spell
3rd comprehend languages, expeditious retreat
5th blur, find steed
9th haste, sending
13th dimension door, freedom of movement
17th banishing smite, teleportation circle

Channel Divinity

3rd-level Oath of the Errant feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Unbroken Pilgrimage. As an action, you can use Channel Divinity to speak a prayer of mobility. For the next hour, climbing, swimming, and crawling, as well as moving through difficult terrain, doesn't cost you extra movement.

Trusted Stranger. As an action, you may present your holy symbol and swear an oath to a creature you can see within 10 feet of you using your Channel Divinity. If the creature is hostile, it must make a Wisdom saving throw. On a failure or if the creature is nonhostile, it knows when you are lying and treats you as someone who genuinely wishes to help with its problems and will put its trust in you. These effects end after 1 hour or if you deceive it or you or your companions do anything harmful to it.

Aura of Reinforcement

7th-level Oath of the Errant feature

You have an uplifting aura emanating from you that a creature can feel when you first arrive at their side. When you move within 5 feet of an ally, they gain temporary hit points equal to your Charisma modifier and advantage on the next attack roll they make before the start of your next turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Mass Find Steed

15th-level Oath of the Errant feature

When you cast the find steed spell, you may choose up to six creatures within 30 feet of you. You summon an additional steed for each creature chosen. Each chosen creature gains any benefits from its summoned steed as if it cast the spell itself. In addition, any creature you summon using the spell has maximum hit points equal to three times your paladin level instead of those listed in the stat block.

Eternal Wanderer

20th-level Oath of the Errant feature

You can assume the form of a knight-errant. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your movement speed is doubled as is the movement speed of your mount.
  • You are immune to the charmed, grappled, paralyzed, and restrained conditions.
  • When a creature makes an opportunity attack against you, it takes 1d6 force damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Fealty

The Oath of Fealty is about giving yourself fully to an ideal, god, or ruler. It is not for those with doubt in their heart. It is a path of unerring commitment many find hard to walk. However the satisfaction in serving something greater than yourself to the betterment of all is a pursuit these paladins perform with pride. Some may become fanatical on this path, refusing any who do not walk with them, but most are merely joyous in helping others.

Tenets of Fealty

The tenets of the Oath of Fealty focus on putting others above yourself, particularly your faith and nation.

Service. Your loyalty is to your god, your sovereign, your homeland, and your compatriots above all else.

Aid. If someone worthy calls for aid, you must do what you can to help.

Tithing. Part of your treasure must go to your god or sovereign or in their service.

Protection. Enemies of your god, homeland, and allies must be stopped at all cost.

Oath Spells

3rd-level Oath of Fealty feature

You gain oath spells at the paladin levels listed in the Oath of Fealty Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Fealty Spells
Paladin Level Spell
3rd bless, compelled duel
5th aid, warding bond
9th aura of vitality, beacon of hope
13th aura of purity, death ward
17th circle of power, greater restoration

Channel Divinity

3rd-level Oath of Fealty feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Safeguard. As an action, you touch one willing creature with your holy symbol granting it protection with your Channel Divinity. For 1 minute, the creature cannot have its hit point total or maximum reduced, is immune to all conditions, and automatically succeeds all saving throws. During this time, the creature can only take the Dash, Dodge, Hide, or Search actions and cannot concentrate on any spells.

Aura of Assistance. As an action, you hold up your holy symbol and speak a prayer of to aid your allies with your Channel Divinity. For 1 minute or until you deal damage, friendly creatures within 30 feet of you have advantage on all saving throws.

Ally in Need

7th-level Oath of Fealty feature

Your devotion to helping others spurs your actions. You may take the Dash or Help action as a bonus action, if you are using your action to target a nonhostile creature (other than yourself) with a spell that has a range of touch, your Lay on Hands feature, or Channel Divinity: Safeguard.

At 14th level, you may also take the Dash or Help action as a bonus action, if you are using your action to use your Cleansing Touch feature on a nonhostile creature this turn.

Willful Concentration

15th-level Oath of Fealty feature

Your belief grants you greater focus. You can concentrate on two paladin spells at once. You may do this for a number of turns equal to your Charisma Modifier. You can not cast any other spells during this time, even non-concentration. When the turns are over you decide which spell to lose concentration on. You make concentration checks on both spells when necessary.

Once you use this feature you must finish long rest before you can use it again.

Noble Vassal

20th-level Oath of Fealty feature

You can assume the form of a shining knight. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You automatically provide the Help action to any ally that can see you.
  • Your movement speed increases by 10 feet.
  • The radius of your Aura of Assistance, Aura of Protection, and Aura of Courage increases 30 feet.
  • The amount of Lay on Hands, Cleansing Touch, and Channel Divinity available for you to use increases by an amount equal to their normal maximum amount. If after the end of 1 minute, you have more than your normal maximum available, it reduces to the normal maximum.

Once you use this feature, you must finish a long rest before you can use it again.

Oath of Flame

Fire is one of the primal forms. It provides warmth against the cold, pain to enemies, and light in the darkest places. It is the ultimate symbol of protection, civilization, and life, and the Oath of the Flame looks to it as a model in their service growth, aid, and, when needed, destruction.

Tenets of Flame

How a paladin interprets how the flame can be used and which aspects to exemplify varies from paladin to paladin. Some are looking to spread the good and light into the world. While others focusing on burning out the evil.

Stoke. Stoke the passions that people have.

Shine. Be a shining beacon in your convictions.

Burn. Fire destroys, but also cleanses. Burn away the infection and cauterize the wound.

Warm. Be a comfort for those who need protection.

Oath Spells

3rd-level Oath of Flame feature

You gain oath spells at the paladin levels listed in the Oath of Flame Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Flame Spells
Paladin Level Spell
3rd burning hands, searing smite
5th heat metal, continual flame
9th blinding smite, fire ball
13th flame shield, wall of fire
17th flame strike, immolation

Channel Divinity

3rd-level Oath of Flame feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Burning Blade. As a bonus action, you light your weapon with holy fire. For the next minute, your weapon sheds bright light in a 20 foot radius and dim light for an additional 20 feet, and you deal an extra 1d8 fire damage when you hit with the weapon.

Combust. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or catch on fire with holy flame for 1 minute. While on fire, a creature takes 1d6 fire damage at the start of its turn. A creature on fire makes a Wisdom saving throw at the end of each its turns. On a success, it is no longer on fire. This fire cannot be put out by any normal means such as water or smothering.

Aura of Flame

7th-level Oath of Flame feature

The first time each turn a creature hits you or a friendly creature within 10 feet of you with a melee weapon attack, it takes 1d4 fire damage.

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

Blinding Blade

15th-level Oath of Flame feature

The damage from your Burning Blade Channel Divinity option increases to 2d8, and after a successful hit, the target must succeed on a Constitution saving throw or be blinded until the start of its next turn.

Firewalker

20th-level Oath of Flame feature

You can assume the form of fire itself. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light in an additional 30 feet.
  • When you would normally roll for any fire damage you deal, you instead use the highest number possible for the die.
  • You leave a trail a fire when you move. When you enter a space, a five foot cube of fire remains in the space until the start of your next turn. Any hostile creature that enters a cube of fire on its turn must make a Dexterity saving throw against your paladin spell save DC. It takes 2d6 fire damage on a failure or half as much on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Inquisition

Paladins of this oath are often the militaristic arm of a larger religious organization tasked with rooting out apostates, heretics, and infidels. This can give them legal authority in regions where their organization holds political power, otherwise they operate on authority above that of mortal institutions.

These paladins are trained in detection, apprehension, interrogation, and execution and are wholly devout in their faith and ardent in their task. Their organization may have granted them complete autonomy and sanctioned them to perform how they see fit in the service of their duty.

Tenets of Inquisition

These are but a few tenets taken from your scriptures. You may also pray upon the many others from your holy texts to aid in your mission.

The Word is the Truth, and the Truth is the Word. Take comfort in the certainty of your scriptures and your religious leaders.

She walked into the village where the people were jackals, and her faith kept her safe. Sometimes your quest requires you to walk and live amongst infidels, but if your heart never wavers your soul is vouchsafed.

A sword for killers and a lie for deceivers. Your enemies will not hesitate to be cruel, deceptive, or lethal, and neither should you.

A heretic living amongst the faithful is a fox amongst fowl. You must always be on the lookout for those who reject the true faith, for even one can be dangerous.

He promised seductive gifts and spoke beautiful falsehoods, and the weak were taken in. False prophets are well trained in deceit and clever tricks to inflict you with doubt, but your devotion will give the strength to overcome.

Oath Spells

3rd-level Oath of Inquisition feature

You gain oath spells at the paladin levels listed in the Oath of Inquisition Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Inquisition Spells
Paladin Level Spell
3rd command, detect evil and good
5th detect thoughts, hold person
9th counterspell, crusader's mantle
13th locate creature, wall of fire
17th commune, hold monster

Channel Divinity

3rd-level Oath of Inquisition feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Divine Tracking. You can use your Channel Divinity to better watch a suspected heretic. As a bonus action, you choose a creature you can see within 60 feet of you. For the next 10 minutes, you sense the direction the creature is from you, see through any illusion or invisibility the creature uses to conceal itself, and perceive the original form of the creature if it is a shapechanger or is transformed by magic, and if the creature uses magic, you immediately know it and the source of its magic.

Righteous Pyre. Your Channel Divinity can be used to rain holy fire on a creature. As an action, hold aloft your holy symbol and choose one creature you can see within 30 feet of you. It must succeed a Wisdom saving throw or take fire damage equal 1d6 plus your paladin level and radiant damage equal to 1d6 plus your paladin level.

Aura of Authority

7th-level Oath of Inquisition feature

You constantly emanate an imposing aura extending 10 feet from you in every direction making it hard for creatures to defy you. Hostile creatures within your aura have disadvantage on saving throws versus your paladin spells and abilities. The aura has no effect on creatures immune to the frightened condition.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Smite of Conviction

15th-level Oath of Inquisition feature

When you deal damage with your Divine Smite to a creature, it must make a Wisdom saving throw against your paladin spell save DC. On a failure, it becomes frightened or charmed by you (your choice) until the end of its next turn.

Grand Inquisitor

20th-level Oath of Inquisition feature

You can assume the form of a true believer tasked with rooting out heresy. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You are immune to being charmed.
  • Your melee weapon attacks deal an extra 1d8 fire and 1d8 radiant damage or 1d8 necrotic damage (your choice).
  • As a bonus action, you may choose a creature you can see within 30 feet of you to make a Strength saving throw against your paladin spell save DC. A Huge or larger creature has advantage on this saving throw. On a failure, it is restrained by divine chains until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Persistence

The world does not yield. Death does not stop. Time does not relent. If you wish to defeat your foes you have to be willing to do more and endure more than they. To follow the Oath of Persistence, you must, above all, persist. You resolve to never surrender and to demand the unconditional surrender of your enemies. To always try, and if you fail, to keep trying until you succeed or die.

Tenets of Persistence

Paladins of the Oath of Persistence don’t necessarily follow every one of these tenets, but with the ones they do follow, they strive to do so unerringly.

Fight Through Pain. You will not relent to ease your suffering.

Honor Commitment. Your word is your bond. When you make promises you see them through.

All or Nothing. There is no acquiescing to ideals you do not believe in.

Remove Obstacles. Those who stand between you and your goals are your enemy.

Avoid Idleness. There is always work to be done.

Unyielding. If you have breath, you will fight.

Oath Spells

3rd-level Oath of Persistence feature

You gain oath spells at the paladin levels listed in the Oath of Persistence Spells table. See the Sacred Oath class feature for how oath spells work. See the Sacred Oath class feature for how Channel Divinity works.

Oath of Persistence Spells
Paladin Level Spell
3rd heroism, shield
5th knock, warding wind
9th nondetection, remove curse
13th freedom of movement, guardian of faith
17th antilife shell, banishing smite

Channel Divinity

3rd-level Oath of Persistence feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.:

Turn Mob. As an action, you present your holy symbol and speak a prayer against your foes using your Channel Divinity. Each creature of your choice within 5 feet of you must make a Wisdom saving throw. Fiends and undead have disadvantage on this saving throw. If the creature fails its saving throw, it is turned until the end of your next turn 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.

Forceful Movement. As an action, you grasp your holy symbol and use your Channel Divinity to ask for the strength to tear down and move through obstacles in your way. For the next hour, any damage you deal to objects and structures is doubled, you ignore difficult terrain, and magical effects cannot reduce your speed.

Aura of Immovability

7th-level Oath of Persistence feature

You and friendly creatures within 10 feet of you cannot be pushed, pulled, or knocked prone while you are conscious.

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

Unfinished Business

15th-level Oath of Persistence feature

Your resolve can even overcome death. You have advantage on death saving throws, and you now regain 1 hit point when you roll either a 19 or 20 on a death saving throw or at the end of the turn of your third success.

Gigantic Juggernaut

20th-level Oath of Persistence feature

You can assume the form of a towering juggernaut. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • Your size becomes Large. If your size was already Large or larger, you increase one size larger.
  • Your Strength and Constitution modifiers increase by 1.
  • You cannot be paralyzed, stunned, or restrained.
  • You suffer no effects from exhaustion.

Once you use this feature, you must finish a long rest before you can use it again.

Oath of Souls

The body is but an ephemeral vessel for the everlasting soul. It is the soul that is sacred and our true selves. Paladins of the Oath of Souls seek to ensure the passage of a soul into the afterlife or back to its corporeal sheathe. They abhor those who barter for a creature's soul, trap them in magical confines, or twist them to creature unholy undead. Any creature that violates this order of death will soon have its own soul released and sent to where it belongs.

Tenets of Souls

Let these tenets guide you in protecting the delicate transition of life and death.

Death and Resurrection. Souls must be free to travel to their rightful place in the afterlife or to their mortal form.

Corrupted Souls. Certain undead are formed through the corruption of souls. Set these souls free from their perverse existence at all costs.

Enslaved Souls. Those who traffic in souls are a scourge. Contracts where a soul is used as payment are not worth honoring.

Funereal Rites. The ceremonies of death, funerals, and resurrection are varied from culture to culture, but must be respected and adhered.

Oath Spells

3rd-level Oath of Souls feature

You gain oath spells at the paladin levels listed in the Oath of Souls Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Souls Spells
Paladin Level Spell
3rd false life, protection from evil and good
5th gentle repose, warding bond
9th revivify, speak with dead
13th aura of life, blight
17th hallow, raise dead

Channel Divinity

3rd-level Oath of Souls feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Death Pulse. As an action, you direct your holy symbol toward a creature within 120 feet and make a ranged spell attack. On a hit, the target takes necrotic damage equal to your paladin level plus your Charisma modifier and can't regain hit points until it succeeds a Constitution saving throw which it makes at the end of each of its turns.

Turn Undead. As an action, you can use your Channel Divinity to present your holy symbol and speak a prayer censuring the undead. Each 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 any 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

After you reach 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead
Paladin Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Aura of the Fallen

7th-level Oath of Souls feature

When you or an ally within 10 feet of you is reduced to 0 hit points, the creature can't die until the end of your next turn. The creature still suffers death saving throw failures as normal during this time. In addition, if the total roll of a death saving throw the creature rolls is 20 or greater, the creature regains 1 hit point.

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

Return Soul

15th-level Oath of Souls feature

As an action, you can touch the corpse of a creature that has died in the last 24 hours and expend 35 hit points from the pool of healing granted by your Lay on Hands feature to return it to life with 1 hit point. You may then restore additional hit points to the creature using healing from your Lay on Hands pool as a part of the same action.

Everlasting Defender

20th-level Oath of Souls feature

You can assume the form a champion of death. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • When you deal Divine Smite damage to a creature its maximum hit points are also reduced by an amount equal to the damage until its next long rest, and creatures that you reduce to 0 hit points can't become undead and can't be returned to life.
  • You are immune to necrotic damage and nonhostile creatures within 30 feet of you have resistance to necrotic damage.
  • Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until the duration ends, and you die then only if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Subterfuge

In every battle, espionage and intelligence is vital. Many enemies cannot be beaten by superior force on the field of battle. Instead, infiltration and subterfuge must be used. This allows the paladin to learn their foes and use that information to destroy them from the inside or defeat them in combat. Under the Oath of Subterfuge, the paladin must wholly commit themselves to one cause while pretending to be committed to another. It is a life of treachery and danger most paladins are not prepared for or would find dishonest and distasteful.

Tenets of Concealment

It is of the utmost to keep your tenets in mind when undercover. Failing to do so could lead to catastrophe.

Constant Vigilance. You must never let your guard down. You are among the enemy and must be aware of any possible suspicions and must never let slip your true purpose.

Study and Learn. Any information could be helpful. You never know what learned will be the key to victory, so keep aware of everything.

Sympathy for the Enemy. As you live and ingratiate yourself with your foe acting as a compatriot, you must resist the natural tendency to begin to truly care for them. Remember who your real loved ones are.

Never Betray. Your job is to learn secrets, not betray them. If discovered, it would be better to take your own life than allow the enemy to extract information from you.

Oath Spells

3rd-level Oath of Subterfuge feature

You gain oath spells at the paladin levels listed in the Oath of Subterfuge Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Subterfuge Spells
Paladin Level Spell
3rd disguise self, illusory script
5th invisibility, zone of truth
9th clairvoyance, nondetection
13th confusion, locate creature
17th mislead, modify memory

Channel Divinity

3rd-level Oath of Subterfuge feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Deceit. You can discreetly use your Channel Divinity to hide the truth. When you make a Charisma (Deception) or Charisma (Performance) check or are subjected to a saving throw to read your mind, force you to tell the truth, or prevent you from lying, you may add a +10 bonus to the roll. Additionally, if the originator of the effect would know if you succeeded or failed the saving throw, you may make it appear as if you failed.

Shibboleth. Over the course of 1 hour, you may use your Channel Divinity to gain knowledge of another paladin oath. You possess immaculate knowledge of the oath such as its tenets, history, and secret identifiers. You also pick one of the oath's Channel Divinity options, adding it to your Channel Divinity options, and two of its oath spells, which must be of a level you can cast as shown on the paladin chart. You prepare the two spells, which don’t count against the number of spells you can prepare each day and count as paladin spells for you. The knowledge, Channel Divinity option, and prepared spells last until you finish a long rest.

Aura of Elusiveness

7th-level Oath of Subterfuge feature

Creatures have disadvantage on opportunity attacks against you and friendly creatures within 10 feet of you.

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

False Aura

7th-level Oath of Subterfuge feature

Whenever a friendly creature would benefit from an aura or a spell of yours, you may choose to have that creature not benefit instead.

Gulling Maneuver

15th-level Oath of Subterfuge feature

You have developed tricks to avoid enemy blows. When you are attacked, you may use your reaction to add a bonus to your AC equal to your Charisma modifier for that attack.

Invisible Adversary

20th-level Oath of Subterfuge feature

You can assume the form of a hidden assailant. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You are invisible. No magic or special sense can see you while invisible in this way.
  • You can not be heard, leave no tracks, and are impossible to detect through magic or by any other senses such as smell or tremorsense.
  • When a creature makes makes an attack or casts a spell while within your reach, you may use your reaction to make a single melee attack against the creature.
  • You posses truesight out to a range of 120 feet.

Once you use this feature, you can’t use it again until you finish a long rest.

A Song of Ice and Fire: Oath of the Faith Militant

The Faith Militant is the military arm of the Faith of the Seven. It is composed of two military orders.

The Warrior's Sons, well-trained, fanatical knights who have renounced all titles, land, gold, and possessions to pledge service to the High Septon. They seek to stamp out heresy and fight all enemies of the Faith.

The Poor Fellows are comprised of commoners and women and are armed simply. They are more concerned with escorting pilgrims and travelers on the road and protecting the small folk from men who have gone astray.

Tenets of the Faith Militant

Many of the Faith Militant are fanatical in their beliefs, but not every member favors all virtues of the Seven equally. The tenets of the Stranger, for example, are oft overlooked.

The Father. I will embody the Father's judgment and seek to exact justice where I may.

The Mother. I will embody the Mother's mercy and seek to grant clemency to those who deserve it.

The Warrior. I will embody the Warrior's courage and seek to fight in battles where I am needed.

The Maiden. I will embody the Maiden's innocence and seek to protect young women from harm.

The Smith. I will embody the Smith's strength and seek to mend what is broken in the world.

The Crone. I will embody the Crone's wisdom and seek to guide people to the righteous path.

The Stranger. I will embody the Stranger's ineffability and seek to welcome those who feel like outcasts.

Oath Spells

3rd-level Oath of the Faith Militant feature

You gain oath spells at the paladin levels listed in the Oath of the Faith Militant Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Faith Militant Spells
Paladin Level Spell
3rd compelled duel, protection from evil and good
5th branding smite, silence
9th counterspell, crusader's mantle
13th compulsion, guardian of faith
17th commune, hallow

Channel Divinity

3rd-level Oath of the Faith Militant feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

Trial by Combat. As an action, you can use your Channel Divinity to challenge a creature within 10 feet of you before the Seven. The target must make a Charisma saving throw. On a failure, you gain a bonus to melee weapon attack rolls and melee weapon damage rolls against the target equal to your Charisma modifier. This bonus ends after you make seven melee weapon attacks against the target, you or the target dies, or you attack a creature not under the effects of your Trial by Combat.

Turn the Heretical. You can use your Channel Divinity to utter righteous words that are painful for fey and undead to hear. As an action, you present your holy symbol, and each fey or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

7th-level Oath of the Faith Militant feature

Holy conviction lies so heavily upon you that it forms a ward from heathen magic. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Trial of Seven

15th-level Oath of the Faith Militant feature

Your challenges before the Seven take on a greater, older tradition. If the target of your Trial by Combat does not have at least six allies within 120 feet of it, it automatically fails its saving throw. If it does have have at least six allies within 120 feet of it, it makes a saving throw as normal, and on a failure, you choose six of its allies within 120 feet of it to make a Charisma saving throw against your paladin spell save DC. If a creature fails its saving throw, it is under the effects of your Trial by Combat as well.

Seven-Who-Are-One

20th-level Oath of the Faith Militant feature

You can assume the mortal form of the Seven and gain seven faces representing its different aspects. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain a +1 bonus to your proficiency bonus and all six ability score modifiers.
  • You gain the benefits of the crown of stars spell being cast on you. The spell's description can be found in Xanathar's Guide to Everything.

Once you use this feature, you can’t use it again until you finish a long rest.