Galdera : Paladin Subclasses

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Paladin

Oathless

An oathless is a paladin who has abandoned or broken their oath, but has not fallen for dark powers. What light that remains within their heart burns still, but searches to be redeemed or to follow a new oath.

An Oathless paladin is not a subclass a character can willingly take when they obtain their 3rd paladin level. This subclass serves as a replacement for a paladin who abandons or breaks their previous oath, acting as a temporary subclass for them to have until they take on a new oath.

Oathless Spells

As an oathless paladin, you do not gain oath spells. Instead, you can prepare a number of paladin spells equal to your Charisma modifier + your paladin level.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Come and Take Me. You can use your Channel Divinity to gather creatures to you. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, fiend, or undead within 40 feet of you must make a Wisdom saving throw. On a failed save, a creature can only spend its movement moving towards you, and has disadvantage on attack rolls against creatures other than you. This effect ends after a minute, or when you are incapacitated or die.
  • Brief Absolution. You can use your Channel Divinity to temporarily aid a creature in its struggles. As an action, you can touch a creature within range. For the next hour, any conditions, diseases, curses, or detrimental spells it is currently suffering from are suppressed.

Aura of Repentance

At 7th level, you take penance by taking the brunt of harm from those around you. When a creature within your Aura of Protection is targeted by an effect that causes them to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to magically be the target of that save, instead of that creature taking it.

Redirected Wrongdoing

Starting at 15th level, you can cause a creature to suffer what they would have brought you. Whenever you would fail or succeed a saving throw against an effect that targets only you, you can use your reaction to instead turn the effect back to its creator as if they were the one to fail the saving throw.

Once you have used this feature, you cannot use it again until you finish a long rest.

Newfound Oath

At 20th level, you have reached the absolution that you couldn't find before.

As a bonus action, choose a Sacred Oath other than this one. You immediately change to that oath. Doing so also activates their 20th level feature, which remains until its duration expires.

Oath of Darkness

The Oath of Darkness is one sworn in secrecy and with little flair. Paladins who take this oath are those who fight their enemies from within, capable of masking their true intentions to anyone and everyone. Some use this oath to appear as any common folk and defeat their enemies when they least expected, while others mask themselves as their enemies in order to gain and destroy their trust.

Tenants of Darkness

The tenants of the Oath of Darkness has its paladin promote subversion and keeping their enemies in the dark.

  • Blind their Eyes. Ensure your enemies are unaware of your true intentions. For this to work, your allies may need to be deceived as well.
  • Keep your Eyes Clear. Do not allow yourself to be deceived. You are the creator of deception, not its victim.
  • Shroud your Past. Your past is now whatever fits your goals. Whatever it really was, it is no more. Do not let it chain you.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Charm Person, Disguise Self
5th Alter Self, Nystul's Magic Aura
9th Fast Friends, Nondetection
13th Confusion, Compulsion
17th Mislead, Seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Disguise Presence. You can use your Channel Divinity to disguise a creature's aura as another. As an action, choose a willing creature you can see within 60 feet of you. For the next hour, their creature type is treated as another of your choice. For the duration, the target can change their appearance to appear as their new creature type as a bonus action, and can return to their normal appearance as a bonus action. This new form remains humanoid in appearance and does not change any of their mechanics.
  • Standard Deceptions. As a bonus action, you can use your Channel Divinity to empower your deceptions. For the next 10 minutes, whenever you make a Dexterity (Stealth), Charisma (Persuasion), or Charisma (Deception) check, you treat a 9 or lower on the d20 roll as a 10.

Aura of Surprise

At 7th level, you emanate an aura that empowers unexpected strikes. While you aren't incapacitated, you and friendly creatures within your Aura of Protection have advantage on rolling initiative, and add your Charisma modifier to any damage rolls they make against creatures who have not yet had a turn in combat.

Hidden Truth

Starting at 15th level, you appear as what creatures want to see. You are always under the effect of Nystul's Magic Aura, and can change the spell's effect on you as a bonus action. You always know when a creature would try to detect you.

You can change this effect a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Avatar of Deception

At 20th level, you have become a master at your true self. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.
  • When you deal damage to a creature, you can force your target to make a Wisdom saving throw. On a failed save, they believe another creature of your choice within 30 feet of them was their attacker.
  • As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you.

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

Cautious Deception

Deceving your allies does not mean you should leave your tabletop friends in the dark. It is recommended to state your paladin's secret intentions out of game with your Dungeon Master, and with your friends so that it does not create friction out-of-game.

Oath of Delivery

Cause and Effect. Such was the original goal of taking upon the Oath of Delivery, but centuries have allowed various paladin orders to interpret the phrase in their own way. For many, these paladins are honor-bound messengers and deliverer of goods, traversing land and sea to ensure communication and trade maintains. Rare branches of these orders exist, with some found deep within the north to deliver great joy to the people of the world each year, while another takes their oath to ensure death is delivered to all those who seek to escape it.

Tenants of Delivery

The tenants of the Oath of Delivery are sworn to those who take it upon themselves to be the deliverer of messages and goods, for the freedom of trade, exchange, and gift-giving lies upon them.

  • Dedication. It is your duty to ensure what you have been given is delivered to its target, no matter the elements or foes that come your way.
  • Discretion. What your delivery is and who it is meant to be given to should be brought up to a minimum. Unless stating it may ease the process of delivery, this knowledge may tempt others to intervene in your cause.
  • Disengaged. You may deny the right to deliver one good to another, but do not allow others to tempt you what you cannot or should not deliver. If your delivery is meant to be secret, do not let your curiosity betray this secrecy.
  • Drive. Do not let danger nor time scare you into failing to deliver, but do not let brashness and ease bring your downfall.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Comprehend Languages, Zephyr Strike
5th Knock, Spider Climb
9th Haste, Tongues
13th Leomund's Secret Chest, Freedom of Movement
17th Steel Wind Strike, Teleportation Circle

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Precious Package. As an action, you can use your channel divinity to mark a Large or smaller object you touch with a blessing of safe delivery. For the next 24 hours, the object has double its hit points, resistance to all damage types, shares your Armor Class (unless it naturally has a higher one), and weighs 1 pound to you.
  • Far-Reaching Delivery. As a bonus action, you may bless a creature you can see within 30 feet of you with fair winds and safe aim. Until the end of their turn, the next spell or attack they make that only targets one creature has its range doubled, and ignore disadvantage from long range. On a hit, this attack or spell deals extra damage equal to your Charisma modifier.

Aura of Wandering

At 7th level, you and any friendly creatures within your Aura of Protection can't be restrained while you are conscious, nor can your movement speeds be reduced by more than half.

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

Passionate Delivery

Starting at 15th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Furthermore, you can spend a bonus action on each of your turns to teleport to a creature you've damaged since the start of your last turn.

Holy Courier

At 20th level, you can transform to maximize your capacity to deliver what you see fit. As a bonus action, you magically transform and gain the following benefits for 1 minute;

  • You can perform melee weapon attacks and Lay on Hands on any creature within your Aura of Wandering.
  • You gain a climbing, swimming, and flying speed, and can breathe underwater.
  • Your movement speed increases by 15 feet, and you ignore difficult terrain.

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

Oath of Erudition

The Oath of Erudition binds its paladins to the protection and spreading of knowledge. These paladins train to become living libraries, searching for the truth while teaching those who wish to learn. Such followers of this oath must maintain the liberty of knowledge and preserve it, preventing its destruction while maintaining it is also not left forgotten.

Tenants of Erudition

The tenants of the Oath of Erudition has its paladins promote teaching and the conservation of knowledge.

  • Conserve Knowledge. Some may wish to destroy knowledge they wish to hide, or destroy what might work against them. Ensure this knowledge is protected.
  • Spread Knowledge. Education is the greatest gift one can provide. Teach those who wish to learn as best as you can, no matter who they are.
  • Seek the Truth. The world is filled with lies and exaggerations. Ensure you do not spread them, and involve yourself in matters to know the entirety of it before choosing sides.
  • Never Stop Learning. There is no such thing as omniscience to a mortal. Seek out knowledge whenever you can, as there is always something new for you to learn.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Comprehend Languages, Identify
5th Mind Spike, Zone of Truth
9th Intellect Fortress, Tongues
13th Secret Chest, Private Sanctum
17th Legend Lore, Synaptic Static

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Higher Learning. You can use your Channel Divinity to provide you greater knowledge for the time being. As a bonus action, you can add your Charisma modifier to any Intelligence checks you make in the next 10 minutes.
  • Brief Comprehension. You can use your Channel Divinity to learn and cast an exotic spell. You cast a spell of your choice from the Cleric or Wizard spell list, treating it as a paladin spell for this casting. The spell must be of a level you can currently cast.

Aura of Knowledge

At 7th level, your knowledge seeps to aid your allies. Whenever you finish a long rest, choose a skill, language, and tool. You gain proficiency in these until the end of your next long rest. Additionally, while you aren't incapacitated, any friendly creatures of your choice within your Aura of Protection also gains these proficiencies.

Each time you finish a long rest, you can change one of these proficiencies, so long this proficiency is within the same group.

Shielded Mind

Starting at 15th level, your mind is heavily guarded against your enemies. Your mind can't be read by magic or magical effects.

When a creature would force you to make a Wisdom or Intelligence saving throw, you can use your reaction to deal 2d6 + your Charisma modifier worth of psychic damage to that creature.

Avatar of Comprehension

At 20th level, you can open your mind to all knowledge within the world. As a bonus action, you gain the following benefits for 1 minute:

  • You have advantage on ability checks and attack rolls.
  • Creatures have disadvantage on their first attack roll against you on their turns.
  • You gain truesight with a range of 60 feet.

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

Oath of Humility

The Oath of Humility has a paladin strive to keep themselves in the shadows, ensuring that their acts of good are left without an owner. Paladins who dedicate themselves to this oath have their allies given full appreciation of their work, and that their own is nothing but a small piece in the accomplished goal. Paladins of this oath rarely talk about their deeds, as one who helps others has no need to discuss or brag about their acts.

Tenants of Humility

The tenants of the Oath of Humility has paladins values comradery and humbleness above all else.

  • Humble. There is no need to boast of your accomplishments. Your actions speaks louder than words.
  • Imperceptible. To be noticed is to gather attention. When you help others, do not make it that you work alone. One must not appear remarkable, but instead as someone similar to those around them.
  • Camaraderie. Alone one can do so little, but with others the impossible can be achieved. When in groups and recognized for one's efforts, it is best to commend others for their efforts than to simply accept their compliments.
  • Acceptance. Life does not always work according to plan. Not every mistake is your fault, nor will you always get what you want. It is through error and failure that one can improve.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Disguise Self, Guiding Bolt
5th Blur, Pass Without Trace
9th Mass Healing Word, Nondetection
13th Greater Invisibility, Guardian of Faith
17th Mass Cure Wounds, Mislead

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Together we Win. You can use your Channel Divinity to bolster your allies. As a bonus action, you surge energy into nearby weapons in order to guide their strikes. For the next minute, a number of weapons of your choice equal to your Charisma modifier (minimum 1) within 30 feet of you gain a +1 to attack rolls. If the weapon is not magical, it becomes magical for the duration.
  • Hidden Guardian. You can use your Channel Divinity to make yourself unnoticed to the world. As a bonus action, you can add your Charisma modifier to your Dexterity (Stealth, Sleight of Hand) checks for the next 10 minutes. You ignore the stealth disadvantage provided by medium and heavy armor while this Channel Divinity is active.

Aura of Support

Starting at 7th level, your humility aids your allies against failure. When a friendly creature affected by your aura of protection fails a saving throw, they can use their reaction to gain temporary hit points equal to your level in your class. These temporary hit points fade away upon the end of the creature's next turn.

If the creature is incapacitated, you may use your reaction instead.

Humbling Strike

At 15th level, your strikes can shatter the enchantments empowering your enemies. Upon hitting a creature with a Divine Smite, you can choose to end any spells on them, so long as those spells are of the same level or lower than the spell slot you expended for this smite.

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

Guardian Angel

At 20th level, you take on the form of an invisible guardian, taking on an appearance you choose. For example, creatures who can see through your invisibility might see a humanoid coalescence of stars, a creature composed of constantly shifting colors, or a being with glowing links connecting you with your nearby allies. As an action, you transform. For 1 minute, you gain the following benefits:

  • You and anything you carry or wear is invisible.
  • When you take the Attack action on your turn, you can cause a friendly creature within 30 feet of you to make an additional weapon attack as part of your action.
  • Any friendly creature within 30 feet of you can add a d6 to any attack, damage or saving throw they make.

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

Oath of Love

Those who swear upon love swear to fight against hatred, bigotry, and discrimination. Be it building love through acts of charity, acts of passions within the sheets, or through acts of camaraderie on the battlefield, these paladins sow the seeds of passion and hope within the folks they meet, feeding it so that the places they leave are ones devoid of spite and hatred, but one filled with joy and hope.

Tenants of Love

The tenants of the Oath of Love have its paladin value healthy love and camaraderie.

  • Nurture Love. It is your duty to grow all the healthy sorts of love everywhere you go. It is better to love first, than to hate first.
  • Repair Love. When love is in pieces, it is up to you to repair it. Ensure the love your rebuild is one that will not tear upon others.
  • Do not exploit Love. Love is not to be exploited for selfish gains, it is to push people to higher heights together.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Healing Word, Charm Person
5th Calm Emotions, Warding Bond
9th Sending, Tongues
13th Death Ward, Guardian of Faith
17th Dream, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • In the name of Love. You can use your Channel Divinity to sacrifice yourself to aid a comrade. When creature you can see within 30 feet of you would fail a saving throw or be hit by an attack, you can spend a use of your channel divinity and a reaction to suffer the effects instead.
  • Bond for Two. You use your Channel Divinity to. As an action, choose two willing creatures you can see within 30 feet of you. As long as the two creatures can see or hear each other, they have advantage on the first attack roll they make on each of their respective turns, and can take the Dash action as a bonus action. This lasts for one minute, or until either creature cannot see or hear the other.

Aura of Camaraderie

At 7th level, your passion empowers your allies to keep fight for another day. You and any friendly creatures within 10 feet of you gain a +1 bonus to your Armor Classes.

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

Reprimand Exploitive Love

Starting at 15th level, you can use your Divine Sense to know the location of any charmed creatures, and can spend 5 hit points from your Lay On Hands to cure someone from the Charmed condition. Doing so causes the creature that charmed them to be incapacitated for the next minute, or until they take damage.

Avatar of Love

At 20th level, you can become an embodiment of love. As an action, you gain the following benefits for 1 minute:

  • You are immune to being charmed.
  • As a bonus action, you can force a creature you can see to succeed a Wisdom saving throw or be charmed by you until the end of their turn. You can also use this as a reaction when a friendly creature within 30 feet of you would be the target of an attack, causing the attacker to be charmed towards their target on a failed save. Creatures immune to being charmed instead have advantage against it when targeted by this.
  • You shed bright light 20 feet and dim another 20ft.

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

Oath of Power

Those who follow the oath of power are often fanatics of war, folks who seek to improve their station, or devout followers to a god of strength. There nevertheless exist individuals who swear upon this oath for good intentions, seeking to improve themselves in order to avenge what they lost, to regain what was once rightfully theirs, or to take down the unsurmountable.

Tenants of Power

The tenants of the Oath of Power push its paladins to seek growth at whatever cost in order to achieve their goals.

  • Take Pride. You are on a path to become all-powerful. Do not let insults and defeat change your sight on that.
  • Take Respect. Power comes in many forms. You may not appreciate how a creature obtained their power, but you must respect the result.
  • Take Power. When the opportunity presents itself, obtains the means to grow stronger. How else will you further your goal?
  • Take Action. Your quest for power is not one done through inaction. You must use your capabilities to the fullest, and not shy away, if you wish to grow stronger.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Absorb Element, Hunter's Mark
5th Blur, Enhance Ability
9th Haste, Pulse Wave
13th Death Ward, Dominate Beast
17th Circle of Power, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Physique of Giants. You can use your Channel Divinity to raise the threshold of a creature's might. As a bonus action, choose a creature you can see within 60 feet. For the next minute, they treat any Strength checks and saving throws with a roll of 9 or lower as a 10 instead.
  • Roar of Strength. As an action, you use your Channel Divinity to force any hostile creatures within 30 feet of you to succeed a Strength saving throw against your spell save DC or be pushed 20 feet away from you or towards you.

Strength Within Self

At 7th level, your spirit empowers the body. You and friendly creatures within 10 feet of you add your Charisma modifier to Strength Checks, and are treated as one size larger for the purpose of grappling, shoving, and carrying capacity.

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

Seize Power

Starting at 15th level, you can seize a creature's attempt for power for yourself. When a creature would cast a spell with a range of self, you can spend a reaction to attempt an ability check using your spellcasting ability against the targets spellcasting DC. On a success, you also gain the effects of the spell. This lasts for half the duration of the spell, but does not require concentration on your part.

Once you have successfully used this feature, you can't use it again until you finish a long rest.

Embodiment of Power

At 20th level, you can temporarily shed your mortal form to become a manifestation of pure strength. As an action, you can ascend to a form of pure power for the next minute:

  • Your Strength and Charisma increase by 2.
  • At the start of each of your turns, you gain an amount of temporary hit points equal to your Strength score.
  • You can use your Roar of Strength without expending any uses.

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

Oath of the Hearth

Those bound to the Oath of the Hearth are sworn to be caregivers of those in need. When others may fall into the paths of despair and loss, it is up to a Paladin of the Hearth to aid them in their time of need. They spread with them the rules of hospitality, and wield a heavy hand towards those who may break them.

Tenants of Hearth

The tenants of the Oath of Hearth has its paladins promote warmth, support, and respite to itself and those in need.

  • Aid to the Abandoned. Treat every stranger as a guest within your home, and help those who have no place to call home.
  • Fan to the Flames. No flames can exist without the aid of the wind. Fan new hope and passion alight when all that remains are their embers.
  • Inferno Within the Inn. Maintain order and respect in the residences and alehouses you enter, and bring searing justice to those who dare break the household rules.
  • Warmth Within the War. Ensure that you are someone anyone can come to for care, guidance, and support in their time of need.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Alarm, Searing Smite
5th Continual Flame, Flaming Sphere
9th Beacon of Hope, Catnap
13th Private Sanctum, Wall of Fire
17th Dawn, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Fan the Flames. You can use your Channel Divinity to turn a source of light overwhelming to those around it. As an action, choose an active light source within 30 feet of you. For the next minute, its range of bright light increases by 20 feet while its dim light increases for an additional 30 feet. This light also becomes sunlight if it wasn't already. Any hostile creature that starts its turn within 15 feet of this source of light or enters this range for the first time must succeed a Constitution saving throw or be blinded until the start of their next turn.
  • Hearth's Care. You can use your Channel Divinity to aid your allies against the elements. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures gain resistance to fire and cold damage.

Aura of Respite

At 7th level, you emanate an aura of rest. Whenever you start a short or long rest, an invisible 10-foot radius sphere encapsulates you and is centered around your space. Anything within the sphere is considered lightly obscured to anything outside the sphere. The atmosphere inside the sphere is comfortable, dry, and always under dim light, regardless of the weather outside.

Creatures within this sphere are hidden from divination magic, making them unable to be detected through magical scrying sensors. Whenever a creature within the sphere spends hit die to recover hit points, or finishes their long rest within it, their hit point maximum and current hit points increase by an amount equal to double your proficiency bonus. This increase lasts until the end of their next short or long rest.

The sphere vanishes at the end of your rest or when you leave the sphere.

At 18th level, the range of this sphere increase to 30-feet.

Purified Flames

Starting at 15th level, your warmth sears the souls of your enemies. Whenever you or a friendly creature within 30 feet of you would deal fire damage, you can have it deal radiant damage instead.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Symbol of Warmth

At 20th level, you manifest into an avatar of all warmth within the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You and any friendly creatures within 30 feet of you gain resistance to fire and cold damage.
  • You emanate bright light within a 60-foot radius around you, and dim light for an additional 60 feet. If you use your Fan the Flames Channel Divinity on yourself, the 15 foot of blindness extends to encompass your radius of bright light.
  • Any hostile creature who starts its turn within your bright light or enters it for the first time takes radiant damage equal to double your Charisma modifier.

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

Oath of the Hunt

The Oath of the Hunt calls upon its paladin to be the protectors of civilization against the creatures that would prey upon them. When a bane against progress would rear its fangs towards civilization, a Hunter is soon to follow and quell the threat. They ensure nature is preserved and maintained, and fight back against the ancient tyrants that were dragons and giants.

Tenants of the Hunt

The tenants of the Oath of the Hunt have its paladin pursue a life of conservation and cleansing.

  • No Mercy. The creatures you hunt will have no mercy for you. Provide them the same treatment.
  • No Abandonment. You are a killer amongst men, but do not let your oath strip you of your humanity. Become a mere creature of the hunt, and you will be emblazoned as a prey to your fellow oath-takers.
  • No Eradication. As a hunter of many, it is your duty to keep nature at balance. Never eradicate a colony of creatures unless their survival would endanger the environment around them, and defend the wild from those who wish to see it turned to ashes.
  • No Dragons or Giants. While it is your duty to maintain the balance of nature, it is also your duty to erase the physical trace of dragons and giants on this world. Eradicate every single one of them.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Hunter's Mark, Snare
5th See Invisibility, Locate Animal or Plant
9th Dispel Magic, Water Walk
13th Locate Creature, Elemental Bane
17th Commune with Nature, Hold Monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • The Chase Begins. As a bonus action, you can use your channel divinity to call on the hunt. Choose a creature you can see within 60 feet of you. Any friendly creatures within 30 feet of this target can spend their reaction to move up to their movement towards them. This movement ignores difficult terrain and does not provoke reactions from the targeted creature.
  • Nature's Traverse. As an action, you bless creatures with the movement of the wild. Choose a number of creatures, equal to your proficiency bonus, within 10 feet of you. For the next hour, they either gain a 40 foot climbing or swimming speed (your choice).

Hunter's Aura

Starting at 7th, your aura harms your enemies escape, so long as you aren't incapacitated. Whenever a creature of a different creature type than you starts their turn within 10 ft of you, you may choose to halve their movement speed until the end of their turn.

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

Senses of a Predator

At 15th level, your senses allow you to detect the cowardly nearby. Your Divine Sense feature now lasts for 1 minute.

Furthermore, choose a creature type. Your Divine Sense feature now targets that creature type as well. Each time you finish a short or long rest, you can change this creature type to another of your choice.

Leader of the Hunt

Upon reaching 20th level, you have become the embodiment of the hunting spirits, and champion against monsters. As a bonus action, you gain the following benefits for 1 minute:

  • You score a critical hit on a roll of 19-20 against creatures larger than you.
  • When a creature you've attacked since the start of your last turn would end their movement, you can spend your reaction to teleport to an unoccupied space within 5 feet of them.
  • Your divine smites increase to a d10 against giants and dragons (d12 when using your Maim Thy Prey), and they have disadvantage on saving throws against Main Thy Prey.
  • Hostile creatures within 30 feet of you cannot regain hit points.

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

Oath of the Valkyries

The Oath of the Valkyries is one that shares its birth with the rise of necromancy. Referred to as Reapers to those who refuse their mortality, paladins that swear upon this oath accept their limited time within the world and wish to uphold the inevitability of death. They vow emnity against the beings who bestow themselves corrupted immortality, their fervor for the destruction of undead the strongest compared to other oaths. Those who aid these paladins in their struggles rarely die in battle, blessed to die instead when they are needed on the other side.

Tenets of the Valkyrie

A Paladin of the oath of the Valkyrie is sworn to uphold these tenets.

  • Life is Finite. Life in this realm is meant to be limited. Stop mortals who seek immortality, and destroy those who have gained it through corrupt ways.
  • Overcome Battle. You are bound to die of natural causes, not by shed blood. Ensure your allies die the same.
  • Live to the Fullest. You have little time in this realm, and so you must live each day to the fullest. Do not regret what you have or have not done, but instead look forward to what you can still do.
  • Respect the Ancients. Treat the elderly and the dead with upmost respect. They have managed to experience all that there is in the brief time that is life.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Compelled Duel, Zephyr Strike
5th Gentle Repose, Wither and Bloom
9th Revivify, Speak with Dead
13th Find Greater Steed, Locate Creature
17th Dream, Raise Dead

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Guardian's Bond. As a bonus action, you use your channel divinity to guard the life of another. You touch a friendly creature within range. For the next minute, you can spend your bonus action on each of your turns to teleport to an unoccupied space within 5 feet of them.

  • Undying Aid. Your time to die is not now. Whenever you would be brought to 0 hit points, you can drop to 1 hit point instead. Until the end of your next turn, you cannot be brought to 0 hit points. On your next turn, you are incapacitated.

Aura of Death

Beginning at 7th level, you give off an aura of doom to your enemies. Whenever a hostile creature within 10 feet of you rolls a saving throw, they subtract half your Charisma modifier (rounded up) to the roll.

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

Call to Action

At 15th level, you are an expert in resurrecting warriors so that they may die another day. You don’t need material components to cast a spell on creatures to restore them to life (but not undeath). If you didn’t need material components without this feature, you instead don’t expend a spell slot when restoring that creature to life.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.

Overseer of the Fallen

At 20th level, you can assume the form of a emissary of death. Using your action, you undergo a transformation. For the next hour, you gain the following benefits.

  • Wings sprout from your back, granting you a flying speed of 60 feet.
  • You gain a special reaction which you can use twice per round. Whenever you see a friendly creature within 60 feet of you fall to 0 hit points but not die outright, you can spend this reaction to make them fall to 1 hit point instead. You can use this reaction only once per round on the same creature.
  • Whenever a creature within 60 feet of you dies, they immediately gain the benefits of Gentle Repose.

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

 

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