Seven Paladin Sacred Oaths

by Arkenheit

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Oath of the Forge

Serving deities of craft and creation, paladins who have sworn the Oath of the Forge work good upon the world through good works.

Tenets of the Forge

The tenets of the Oath of the Forge emphasize rendering aid and fostering strength amongst the small, the weak, or the oppressed.

Warm the Furnace. Offer relief to those who suffer by standing among them and sharing in their burdens. Stoke the heat of courage through compassion and perseverance, and commit yourself completely to defending the weak and the defenseless.

Form the Shape. Share the knowledge of the hammer and the anvil with those around you so that they may forge their own path. Strengthen bonds among the weak so that they become mighty in their own works.

Temper the Steel. The working of any craft is an act of worship, for in every weaver's fingers or cooper's tongs lie the echo of primordial creation heard once again in the material world. Take pride in your work and submit to a lifetime of patient growth in your skill with tools.

Quench the Fire. Glory in creation by preserving it wherever possible. Extinguish the fire of unnecessary conflict by avoiding violence unless all other options have been exhausted, and when swords must be made from ploughshares, ensure they are not long kept.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of the Forge Spells

Paladin Level Spells
3rd shield, searing smite
5th heat metal, spiritual weapon
9th protection from energy, tiny servant
13th fabricate, stone shape
17th animate objects, creation

If you learn the Blessed Warrior fighting style, add the create bonfire and produce flame cantrips to the list of spells you choose from

Channel Divinity

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

Blessed Alloy. At the beginning of a short or long rest, you may conduct a ritual to create a nonmagical item worth up to 150 gold which contains at least some metal. The ritual lasts one hour, and its end the item appears in an unoccupied space within 5 feet. You must provide metals and other raw materials of a sum value equal to that of the object you seek to create. Coins cannot serve as raw material unless the object is made from the same metal as the coins.

The appearance of the object is determined by you. You can precisely duplicate a non-magical object you possess throughout the ritual.

Hammer Strike. As an action, you call upon the hammer of the forge divine to reshape the world and drive back your enemies. Each creature in a 20 foot cube centered in front of you must make a Strength saving throw. A creature takes d10 + your Charisma modifier bludgeoning damage and is pushed back 20 feet and knocked prone on a failed save, or half as much damage on a successful one. The damage increases to 2d10 at 7th level and 3d10 at 15th level.

Aura of the Smith

Beginning at 7th level, your presence strengthens armor and sharpens blades. As long as you are conscious, allies within 10 feet of you gain a +1 bonus to AC and resistance to fire damage. Furthermore, when allies affected by your aura roll a 1 on a damage die for an attack made with a weapon, they can reroll the die, taking the second result. While within your aura, your allies' mundane weapons and armor count as magical for the purposes of determining resistance.

At 18th level, allies gain a +2 bonus to AC. Furthermore, weapons and armor worn by you and your allies cannot be weakened, damaged, or destroyed by any effect, and magic equipment cannot be rendered mundane.

Masterwork

Starting at 15th level, your body becomes as stalwart as the anvil. You have resistance to piercing, bludgeoning, and slashing damage from non-magical sources. Additionally, you may add twice your proficiency bonus to any ability check using a set of tools with which you are proficient.

Living Forge

At 20th level, as an action, you transform into the very tools of creation itself. You gain the following benefits for 1 minute:

  • You have resistance to non-magical damage and immunity to fire damage.
  • All allies within 30 feet gain +2 to attack rolls and deal an additional 2d4 radiant damage when they hit.
  • Any enemy within 30 feet at the start of your turn is automatically affected by Heat Metal as if it had been cast at 3rd level. This effect does not require you to maintain concentration, and the damage is applied automatically without expending your bonus action. The effect ends when your transformation ends.

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

Oath of Verminkind

Known derisively as locusts or wormturners, paladins who have sworn the Oath of Verminkind live among the destitute and miserable, sharing in their pain, bent wholly towards the realisation of the desires of the unwanted.

Tenets of Verminkind

The tenets of the Oath of Verminkind emphasize collective survival with no heed to individual comfort.

One for Many. You are but one of an uncountable mass, a vast and living will which exceeds you in every possible way. Live in allegiance to the teeming life which runs through every crevice of this world, and forbid yourself the corrupting pleasures of individuality. When the many hunger, so too you hunger; when the many turn on the comfortable and fed, so too you turn on the comfortable and the fed; when the many bare their teeth against the flesh, so too you bear your teeth.

Cherish the Abject. The sick, the hungry, the wounded, the hated, the unwanted -- these are the flesh of your flesh and spirit of your spirit. Place yourself among them and love more than your own life, for this world is one of debasement and suffering where all are as vermin, and no one stands above those who suffer most.

Survive. Those who enjoy the false comforts of this world look with contempt on vermin and will spare no effort to exterminate the objects of their loathing. Persist at all costs, subsist on whatever sustenance you can find, and make resist the temptations of pride.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Verminkind Spells

Paladin Level Spells
3rd disguise self, speak with animals
5th spider climb, pass without trace
9th bestow curse, blinding smite
13th giant insect, shadow of moil
17th contagion, insect plague

If you learn the Blessed Warrior fighting style, add the infestation and primal savagery cantrips to the list of spells you choose from

Channel Divinity

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

Ratskin. As an action, you descend beneath notice for one hour. Creatures who see you cannot clearly remember your voice or appearance. You can hide when only lightly obscured by shadows, debris, or other features of the environment, or in crowds, and may take the Hide action as a bonus action. At 7th level, you can add twice your proficiency bonus to stealth checks made while this effect is active. At 15th level, you have advantage on stealth checks made while this effect is active.

Flystrike. When you deal damage to a creature adjacent to you with your Divine Smite feature, you can use your Channel Divinity as a bonus action to draw the hunger of the swarm down upon your foe. The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature makes all attack rolls and ability checks at disadvantage for the next thirty seconds as they are harried by flesh-eating flies, or until the end of your next turn on a successful one.

Aura of Teeth

Beginning at 7th level, your allies share the burden of verminkind's voracious appetite. As long as you are conscious and not obscured by cover, allies within 10 feet have advantage on attacks against targets with half or less of their initial hit points remaining.

At 18th level, when an ally within 10 feet reduces a creature to zero hitpoints which had a CR equal to or greater than half your level, they recover hitpoints equal to your Charisma bonus (minimum 1).

Wormturned

Beginning at 15th level, your flesh has been transformed by a life amongst vermin. You can eat any organic material regardless of its suitability and are immune to poison. If you do not have the feature already, you gain Darkvision (60 feet).

Additionally, you gain a burrowing speed equal to half your base movement. You can only burrow through soft materials such as dirt, mud, or sand, and cannot pass through rock, worked stone, or wood. You must end your movement in unoccupied space or immediately begin to suffocate.

Saint of Locusts

At 20th level, as an action, you become the living embodiment of the swarm. You gain the following benefits for 1 minute:

  • Your Aura of Teeth increases to a radius of 30 feet.
  • You transform into a swarm of locusts occupying a 15 foot cube, gaining a flying speed equal to your base movement speed, resistance to non-magical bludgeoning, piercing, and slashing damage, and immunity to the charmed, frightened, paralyzed, petrified, prone, restrained, and stunned conditions, immediately ending any such effects on you. You can occupy the space of any number of enemies and allies. When this effect ends or you are reduced to 0 hit points, your body reconstitutes in an unoccupied space of your choosing within the area previously occupied by the swarm.
  • When you first occupy an enemy's space, they must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is poisoned, or half as much damage and on a successful save. On your turn, you may use your action to force all enemies within your space to repeat the save.
  • While occupying your space, all allies are considered to heavily obscured to enemies, while enemies cannot benefit from cover when attacked by your allies.

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

Oath of Plenty

Paladins who have sworn an Oath of Plenty seek to find luxury in all the gifts of creation, and fiercely oppose those who would see joy and pleasure confined to tiny slices of experience.

Tenets of Plenty

The tenets of the Oath of Plenty emphasize merriment and contentment for the paladin's community.

Sow. Wherever you find your grounding, plant the seeds of merriment for the present and for posterity. Living for the joy and comfort of the moment is the best way to grow a healthy future.

Tend. As you walk through the orchard that is this world, nourish the life you find around you. Cultivate the strengths of your fellows and help them achieve their heartiest possible life.

Harvest. Take from the world only what you need, but remember that a truly joyous life is more than one of bare necessity. Do not diminish celebration through preaching moderation, but instead strive for the greatest contentment for this year and the next.

Share. Hoarding is the death of joy, for it deprives the world of contentment to the benefit of the few. It is injustice when the few are enriched by the detriment of the many.

Revel. Worldly joys and comforts were put here to be celebrated, not avoided, for they too are of divine creation and amenable to the nature of all who live. Seek out what pleasures this world has to offer, and encourage others to do the same.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Plenty Spells

Paladin Level Spells
3rd create or destroy Water, goodberry
5th protection from poison, calm emotions
9th create food and water,* plant growth
13th aura of life, guardian of nature (Giant Tree only)
17th awaken, commune with nature

If you learn the Blessed Warrior fighting style, add the dancing lights and prestidigitation cantrips to the list of spells you choose from

Food you create using the create food and water spell is remarkably delicious.

Channel Divinity

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

Nourish. You can use your channel divinity to empower the restoration of life. As a reaction when an ally within 30 feet is the target of a spell or ability which restores hit points to that ally of an amount determined by a dice roll, you can maximize the roll of a number of those dice equal to your proficiency bonus.

Revelry. You can use your channel divinity to exude the warmth and comfort of the feasting day. For the next ten minutes, you have advantage on Charisma (Performance, Persuasion) checks and can add twice your proficiency bonus to any ability check using Brewer's Supplies or Cook's Utensils. Any food or drink you would prepare from raw ingredients instead produces twice as much food.

Overflowing Aura

Beginning at 7th level, your allies are granted the boon of the harvest unending. As long as you are conscious and not obscured by full cover, you and allies within 10 feet ignore penalties caused by exhaustion unless that penalty is death. Additionally, you and your allies can consume twice the normal amount of alcohol before experiencing negative effects.

At 18th level, the range extends to 30 feet.

Cornucopia

Beginning at 15th level, you can cast the spell heroes feast without expending a spell slot. The material components of this spell can be replaced with ninety pounds of cooked food or raw ingredients. Casting the spell using this feature takes four hours. Once you have used this ability, you can't use it again until you finish a long rest.

Feastmaster

At 20th level, as an action you sound the horn of plenty and become a font of abundance and contentment. Otherworldly, joyous laughter rings from all angles, and your appearance becomes more vibrant. Plants turn their leaves to face you, and animals dance excitedly. For 1 minute, you gain the following benefits:

  • The first time an ally begins their turn within 30 feet of you, they immediately gain the benefit of a short rest, but may only roll hit dice equal to half your Charisma bonus, rounded up (minimum 1). An ally may benefit from this effect once every 24 hours.
  • Allies within 30 feet gain immunity to the fear, charmed, petrified, and paralyzed conditions, immediately ending any such effects.
  • Within a 30 foot radius sphere, centered on and moving with you, environmental conditions become pleasant, temporarily negating weather effects such as wind or cold. The area is filled with natural light.

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

Oath of Contemplation

Paladins who have sworn the Oath of Contemplation devote themselves to a more perfect knowledge of the world, and oppose false or misleading ideas and those who would propagate such deceptions.

Tenets of Contemplation

The tenets of the Oath of Contemplation emphasize the development and transmission of ideas.

Observe and Reflect. Only through careful attention to this world can its deepest truths be understood. Turn not from any aspect, no matter how frightful or shameful, for incompleteness is the death of knowledge.

Deliberate. No one eye can see all, and so to understand truly means to understand multiply. Always be in dialogue, for reality is perfectly grasped only through the work of many hands. Practice humility of thought and speech when creating knowledge alongside others.

Expansive Mind. True knowledge of the world cannot be acquired while wholly sequestered from it. Be a nomad of the mind, learning from as many as you can, and sharing your knowledge with all who would hear it. Hear the lowest of the low and highest of the high, for from all places in the world comes understanding of it.

Unify Truth and Action. Discern and oppose to the utmost the deceptions of those who would have you see the world for that which it is not, for such lies serve their own needs to the detriment of all.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Contemplation Spells

Paladin Level Spells
3rd comprehend languages, identify
5th darkvision, see invisibility
9th intellect fortress, tongues
13th locate creature, staggering smite
17th scrying, legend lore

Channel Divinity

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

Boon of Understanding. As a bonus action, you can use your Channel Divinity to draw forth a helpful insight. For the next minute, when you would make an ability check or saving throw using Strength, Constitution, or Dexterity, you may instead use Intellect, Wisdom, or Charisma (your choice). The effect ends once you have altered one roll in this way.

Bestow Lucidity. As a reaction when one of your allies within 30 feet gains the blinded, deafened, or charmed conditions, you can expend a use of your Channel Divinity to end that condition.

Pensive Aura

Beginning at 7th level, your presence refines thought and fortifies the contemplative faculties. You and allies within 10 feet can add twice your Charisma bonus (minimum total of +2) to Intelligence, Wisdom, and Charisma saving throws, and have advantage on saving throws to resist spells from the Illusion and Enchantment schools.

At 18th level, the range extends to 30 feet and you and your allies become resistant to psychic damage.

Mindwarding

Beginning at 15th level, you are always under the effects of an intellect fortress spell.

Beacon of Clarity

At 20th level, as an action, you become a lodestone for the truth of reality, exposing the false matters which distract from perfect awareness of the world. For 1 minute, you gain the following benefits:

  • You and allies within 30 feet gain Truesight (60 feet) and can understand all written and spoken language. You can see through solid matter to a distance of 10 feet.
  • Your visual acuity allows you to see small details up to 1 mile away,
  • If you or an ally within 30 feet make a Perception (Wisdom) or Investigation (Intelligence) check, the value of this roll shall be 20 before any bonuses are applied.
  • You and allies within 30 feet gain immunity to the blinded, deafened, and charmed conditions, immediately ending any such effects.
  • Once per round, you may use your Channel Divinity: Boon of Understanding on an ally within 30 feet without expending a use of Channel Divinity. The target of this ability selects the ability scores to exchange, and uses their own statistics when making this decision.

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

Oath of Opulence

Paladins who have sworn the Oath of Opulence glory in the beauty of worldly things, and by embodying these riches in their person, bring new experiences of splendor to the unfortunate masses.

Tenets of Opulence

The tenets of the Oath of Opulence elevate the pursuit and preservation of material wealth.

Prosperity. Divine reward is received in the material world, and of the material world it must ever be. Wealth is a virtuous calling, for divinity desires wealth for all who have the will to achieve it. Accumulation of riches is the natural inclination of all beings, from the squirrel to the dragon, and to resist such habits is to court disaster.

All that Glitters. All things valuable are imbued with beauty and a richness of experience: protect and treasure that which is precious and coveted, for therein lie the highest attainments of worldly life.

Suffer No Thieves. There is no offense greater than the taking of what one does not deserve. Give no quarter to those who sneak about in the shadows, pilfering the treasures of others.

Spiritual Exchange. Bonds of obligation strengthen your good fortune, but do not be ideal and careless with dispensing your favor on those less prosperous. Give such that the recipient may give greater in turn, and never condescend to give without expectation of return.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Opulence Spells

Paladin Level Spells
3rd charm person, unseen servant
5th arcane lock, suggestion
9th glyph of warding, enemies abound
13th compulsion, leomund's secret chest
17th dominate person, legend lore

If you learn the Blessed Warrior fighting style, add the friends cantrip to the list of spells you choose from.

Channel Divinity

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

Turn Fortunes. As a bonus action, you punish those whose greed has led them to weakness. For the next minute, you have advantage on attack rolls made against creatures who have been charmed by you or your allies.

Vow of Avarice. As a bonus action, you claim the boons awarded to another. Select a creature you can see within 30 feet. For 1 minute, you gain one magical beneficial effect of an item carried by that creature, selecting randomly if there are multiple effects from the same item. If the creature is carrying multiple items, you select the item but must randomly select the benefit. If the creature is carrying no magical items, the effect fails and you gain no benefit.

Aura of Splendor

Beginning at 7th level, your radiance distorts the minds of those from whom you can win riches. So long as you are conscious, all creatures within 10 feet who you can see have disadvantage against Wisdom saving throws caused by your spells or abilities. Additionally, you know the exact number of coins and magic items carried by every creature you can see within 10 feet, though you do not know the precise features of the items.

At 18th level, the range of this effect increases to 30 feet. Additionally, if any of your possessions are stolen, you know instantly and can sense their location(s) up to a range of 30 feet.

Magnificence

Beginning at 15th level, the boons bestowed on others add to your own majesty. Any time a creature within 10 feet gains temporary hit points, restores lost hitpoints, or receives a temporary beneficial effect from a spell, ability, or class feature which lasts for 10 minutes or less, you may use your reaction to also receive that benefit. This includes spells and effects such as healing word or your Lay on Hands, as well as spells such as flame weapon or shadow of moil.

You do not receive a benefit if you already receive it from the original effect, such as a mass healing word spell targeting you and an adjacent ally. You cannot receive benefits that require you to act out of turn, such as taking an action on another creature's turn, or require the use of class features or traits you do not have.

You may use this feature a number of times equal to your Charisma bonus. Once you have expended all uses of this feature, you must complete a long rest before you can do so again.

Grandeur Ascendant

At 20th level, as an action, your command over the luxuries of this world allow you to gild your flesh and set precious stones in your eyes. For 1 minute, you gain the following benefits

  • You instantly learn the complete properties of all magic items within 120 feet.
  • You gain a +1 bonus to attack and damage rolls for every magic item you are currently attuned to.
  • At the start of your turn, you restore 5 hitpoints per creature within 30 feet charmed by you or your allies
  • Any creature not carrying or wearing at least one magic item or an item made of a material equal to or more precious than gold must succeed on a Wisdom saving throw against your spell save DC in order to willingly move further from you. On a failure, the creature cannot move.

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

Oath of Frivolity

Paladins who have sworn an Oath of Frivolity wield the tools of humour to puncture the fragile pride of the mighty. Ever capricious and often aggravating, these paladins spare none who wield power over others from their manipulations.

Tenets of Frivolity

The tenets of the Oath of Frivolity emphasize ridiculing the powerful and spreading joy to the meek.

Bring Laughter. Despair is a powerful affliction indeed, and laughter stands among its most formidable cures. Raise the spirits of the hurt, the weak, and the oppressed.

Go Lightly. You too must be the object of laughter. Though you bring mirth to the many, forswear the pride which comes from renown. Your part in this world makes your voice loud indeed, but ensure that you temper such power with humility. You too must be the object of laughter.

Abjure Pride. Translate the fury of the small into derision towards the mighty. Expose them for the insecure fools that they are, and when their illusion of seriousness is dissipated, they will command none but fools themselves.

Laugh Together. Tearing down the powerful is nothing without bringing together the weak. Cheer warms more greatly the more who share in it.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Frivolity Spells

Paladin Level Spells
3rd charm person, silent image
5th enthrall, nathair's mischief
9th hypnotic pattern, major image
13th confusion, hallucinatory terrain
17th bigby's hand, mislead

If you learn the Blessed Warrior fighting style, add the minor illusion and prestidigitation cantrips to the list of spells you choose from.

Channel Divinity

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

Ruse. As a bonus action, you alter the appearance of an object you can hold in one hand. If you successfully convince a creature to accept the altered object as a gift or in trade, you can use your action to cause the object to spontaneously erupt in psychic energy. The creature holding the object must make an Intelligence saving throw. On a failure, the creature takes takes d10 psychic damage and makes Wisdom and Intelligence saving throws against your abilities at disadvantage for 1 minute, or half damage on a successful save. The damage increases to 2d10 at 7th level and 3d10 at 15th level. A creature affected by this ability is considered surprised during the first round of combat.

If it is not detonated, the object reverts to its original appearance after 1 week. If you use this feature on a different object before the effect expires, the first object reverts immediately with no other effect.

Vow of Levity. As an action, you can use your Channel Divinity to send your foes astray. Select an object you can see within 50 feet that is your size or smaller. All enemies within 30 feet of that object must make an Intelligence saving throw or be tricked for 1 minute. While tricked, the creature believes the object to be something helpful or important to their current goal. If the creature attempts to use the object, they must subtract a d4 from the number rolled on any attack roll or saving throw for the remaining duration.

Aura of Mirth

Beginning at 7th level, your presence inspires giddiness and joy, raising the spirits of your companions. As long as you are conscious, you and allies within 10 feet have advantage on Charisma checks and saving throws.

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

Insult to Injury

Beginning at 15th level, you can play more complex jokes and laugh yet more slightingly at the embarrassment of those you fool. As a reaction when a creature fails an Intelligence or Wisdom saving throw against one of your spells or abilities, you can cast suggestion on that creature without expending a spell slot.

Infinite Jest

At 20th level, as an action, you take on an appearance so supernaturally ludicrous, even the most cool-headed foes are brought to compulsive laughter. For 1 minute:

  • Hostile creature within 15 feet burst into uncontrollable laughter. While laughing, the creature cannot hold its breath, use breath attacks, communicate intelligibly, take reactions, or cast spells with a verbal component. At the end of each of its turns, a creature can make a Wisdom saving throw to end the effect, becoming immune to the effect for 24 hours on a success.
  • Creatures which are laughing subtract a number equal to your Charisma bonus from all attack rolls and saving throws until they stop laughing

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

Oath of the Wild

Paladins who have sworn the Oath of the Wilds see through the pretense that the accoutrements of civilizations -- towns, countries, kings -- have removed us from the ultimate struggle to live with and against nature. By spreading the doctrine that our primeval contest is still very much a part of our world, these paladins revive the primeval contest for the necessities of life.

Tenets of the Wild

The tenets of the Oath of the Wilds emphasize a return to the primeval reality of life.

Abjure Artifice. Forsake the deceptive nobility of technology, for much of it masks the inescapable struggle to acquire the rudiments of life common to all creatures. Take up only those tools which do not distract from the ultimate destiny of all things to wrest the means of life from the world around them.

The Pack Endures. Few and rare are those who truly stand alone. Necessity is a foe who can be conquered only through collective struggle. Build your pack and make it strong, for their strength is your strength just as yours is theirs.

Between Lions and Men. In true consciousness of the struggle for life there is no need to take more than you need or to needlessly impose upon others. Freedom, not tyranny, is the ideal state for all life, and freedom for the few through the suffering of the many is no freedom indeed.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of the Wild Spells

Paladin Level Spells
3rd animal friendship, speak with animals
5th alter self, beast sense
9th conjure animals, fly
13th guardian of nature, polymorph
17th commune with nature, wrath of nature

If you learn the Blessed Warrior fighting style, add the primal savagery cantrip to the list of spells you choose from.

Channel Divinity

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

Bestial Faculties. As an action, your senses become as honed as those of beasts. For 1 hour, you have darkvision (120 feet) and you have advantage on Wisdom checks which rely on the senses, track creatures, or are related to beasts.

Ferocity. As a bonus action, you move with the calculated and collective ruthlessness of hunting lionesses. For 1 minute, you have advantage on all attack rolls against a creature if at least one of your allies is within 5 feet of the creature and isn't incapacitated.

Aura of Alertness

Beginning at 7th level, the vigilance of the pack safeguards all from approaching danger. While you are conscious, you and allies within 10 feet have advantage on initiative rolls and cannot be surprised in combat.

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

Call of the Wild

Beginning at 15th level, beasts of land, air, and sea recognise you as one of their own. You are always under the effects of a speak with animals spell, and beasts are friendly towards you unless you attack them. Additionally, you ignore difficult terrain formed from natural objects such as boulders, swampy ground, or thick plant growth.

Red in Tooth and Claw

At 20th level, as an action, the violence of life-and-death struggle impels your limbs to greater feats of action and endurance. For 1 minute, you gain the following benefits:

  • You can attack three times, instead of twice, when you take the Attack action.
  • Your speed cannot be reduced below your base movement.
  • You can take the Dash action as a bonus action.
  • You have advantage on Strength and Dexterity checks

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

Changelog

Please note that the changelog and design notes are not proofread. There might be spelling or grammar errors -- sorry!

11-08-2021 (v2)

  • Added the Oath of Opulence
  • Proofreading and formatting changes throughout
  • Buffed Oath of Verminkind's Saint of Locusts by giving it a flight speed
  • Adjusted wording in Oath of the Forge's Aura of the Forge to prevent infinitely re-rolling 1s
  • Cantrip options for Blessed Warrior were added to the Oath Spells sections

11-23-2021 (v3)

  • Added the Oath of Frivolity and the Oath of the Wild
  • More proofreading and formatting changes

Design Notes

Oath of the Forge

This oath emerged from a player asking me if they could play a "Forge Cleric but a paladin." I wanted to create something that maintained the flavour without being either too derivative or too powerful. Thus, I envisioned this oath offering limited improvements to overall damage while retaining some of the defense and utility benefits of the forge cleric. Any new features should adhere to these principals.

The original spell list included Spirit Guardians at level 9, but feedback from u/allolive at r/unearthedarcana suggested it was a bit out of place. In retrospect, this is accurate and, moreover, breaks my overall desire to limit the options for increased damage offered by this subclass. Spirit Guardians is a powerful spell, and for both reasons noted I removed it.

Replacing it provied more problematic. u/allolive suggested Elemental Weapon and adding a rider to Aura of the Smith to empower casting of this spell. I had considered Flame Arrows for this spot as well, and since Protection from Energy is a fairly good spell (though it does eat concentration), I wasn't necessarily unhappy with a spell that has a less than stellar reputation. Because I ultimately did not want to add anything more to the aura, I replaced the spell with Tiny Servant instead.

The channel divinity options were fairly straightforward, although I've never loved the Forge domain's ability to ritually make stuff, and so I'm not exactly pleased with Blessed Alloy. That said, I tried to differentiate it from the cleric version by restricting the use of coins while slightly increasing the value of the resulting product. Hammer Strike was intended to mostly be about battlefield control. A previous version used a larger effect (30 x 30) and created difficult terrain, but this felt like too many things so I shrunk the area and gave it a small damage component instead.

Ultimately, however, I didn't want to add any more effects to Aura of the Smith, as it already has three distinct effects at level 7 and two more at level 18. However, the suggestion that the Aura somehow improve buffs that Forge paladin offers to allies is appealing, and I'm considering an alternate version of the aura which removes the +AC and reroll effects for a more streamlined way to achieve something like what u/allolive suggested.

Oath of Verminkind

With this oath, I wanted to create a paladin oath that had some capacity for stealth, that would work well with a DEX build, and that focused on debuffing enemies. The spell list, I think, is very strong, with many useful abilities. The channel divinity options are also strong, with Flystrike in particular worrying me. I wanted this to have a guaranteed effect and also a built-in cost, which is why it keys off dealing damage with a smite. However, I still worry that it is too strong, but without the guaranteed effect, a paladin's spell save DC is likely to be too low for this to be consistently useful.

The strongest feature of this Oath is, in my opinion, Aura of Teeth (formerly Devouring Aura and Aura of Infestation). It is a very powerful and reliable buff, hence it never increases in range. I considered making it apply only the allies adjacent to the paladin as well, so strong does this buff seem to me. I felt that the Aura should have an improvement at level 18, but the +CHA heal on kill is not satisfying to me and I may just remove it completely and leave the aura without an improvement.

Because the spell list, channel divinities, and aura are so strong, I wanted to dial back the 15th and 20th level features. Wormturned does offer a useful movement option and Darkvision, though I expect by 15th level these will be less impactful than I might otherwise imagine. I had also initially considered granting natural weapons with this feature (claws, d8, etc) but felt it was too many things to add and left it off.

The capstone transformation creates a lot of vulnerability for the paladin, but offers a straightforward use-case for groups of enemies or protecting allies. I'm not really confident in the damage component as it is probably too high for something that can be imposed every turn.

Oath of Plenty

This paladin oath is intended, rather like Oath of the Forge, to be primarily support-based. In particular, I wanted to offer improvements to healing without making the paladin the direct source of that healing. Thus, I wanted to develop a theme of support and rejuvination without adding healing spells missing from the Paladin spell list, like Healing Word, Mass Cure Wounds, or Greater Restoration. This constraint led me to the theming for this oath.

The spell list was quite a struggle for this oath, with several strong options at lower levels and relatively few at the 13th and 17th. Catnap, Leomund's Tiny Hut and Mordenkainen's Private Sanctum have come in and out of this list, but I ultimately sidelined them for what I feel is a more cohesive list. Plant Growth is the odd one out, but the option to use it to enrich harvests made it impossible to leave this spell off the list.

Nourish is a strong ability for making sure one spell really works. It is deliberately open to empowering a heal which affects multiple creatures so long as one of them is in range. It is something of a signature for the subclass itself and was the first thing I created for it, and I have no illusions that Revelry will be used often when Nourish is competing for a Channel Divinity charge. I spent a long time trying to make Revelry (previously called Hearthwarming) into an option to use over a long rest, but I had a hard time coming up with something that could meaningfully compete with Nourish and not also be the default choice every time it could be used.

As in the Oath of Verminkind, the aura is strong. Overflowing Aura is extremely powerful when it applies, but I've generally found that most groups rarely experience exhaustion levels higher than 2. As a result I opted for the stronger version here, rather than a weaker effect of counting exhaustion levels as 1 or 2 levels lower than they actually are.

Cornucopia is the result of the struggles with Channel Divinity. Ultimately, I had a strong desire to give this paladin something to do over a longer rest, and the free cast of Heroes' Feast was a logical, if dangerously strong, choice here. The amount of food is specified to require either having extra food on-hand or using multiple casts of Create Food and Water (or a mix).

Feastmaster was tricky for me to conceive. The immediate-effect catnap on all members is, as I see it, extremely powerful, and thus the transformation conveys relatively few other benefits.

Oath of Contemplation

For this oath, I wanted to build towards a capstone transformation that might actually be useful and desirable out of combat. Short of some massive buff to defense or a healing/recovery option like in Oath of Plenty, I came up with the Truesight benefits as something that could be helpful enough that you might activate this feature outside a fight.

Unlike the other oaths in this group, this oath has what I take to be a fairly weak spell list. Identify is good, as are both spells unlocked at 5th level, but I suspect the list is not make waves until Scrying comes in at level 17. Even then, I suspect most parties of that level will have other options to achieve the same effect.

This oath is, in some ways, haunted by the Oath of the Watchers. It keys off many of the same general themes, but this oath is (or tries to be) more group-oriented. I am fairly happy with both Boon of Understanding and Bestow Lucidity as Channel Divinity options; they are strong support options and will offer a meaningful choice to the player, I think.

Pensive Aura bolsters the mental saving throws and deliberately supplements the existing Aura of Protection.

The exact effect of Mindwarding (previously Wall of Reflection and Mental Fortitude) have gone back and forth between an always-on Intellect Fortress and an always-on Mind Blank. Ultimately, although Mind Blank is, in my estimation, placed too highly in the tiers of spell levels, it felt difficult to justify a free, permanent 8th level spell. I considered some hybrid of the two -- immune to psychic, thoughts and emotions can't be read, can't be charmed, advantage on Int/Wis/Cha throws -- but given how good other parts of this Oath are, a free Intellect Fortress felt like a good fit.

Beacon of Clarity offers some quite strong benefits, but I hope to have pitched them in such a way that their value in a combat situation might well be eclipsed by scenarios players are likely to encounter (at 20th level anyway) that don't involve fighting. In a previous version, I included language to the effect that you can detect the presence but not substance of deception, but ultimately an additional effect didn't seem worthwhile against what's already there.

Oath of Opulence

This oath emerged from an idea for a channel divinity that let you steal magic weapon properties from your enemies. Although the version here didn't end up removing beneficial effects from the target, Vow of Avarice formed the mechanical cornerstone for this subclass. Once I had created that, I had a sense that something like Magnificence would be a logical follow-through, but I still lacked a thematic apparatus to tie everything together. I spent some time fussing with ideas of spellthieving or magehunting, but ultimately settled on the idea of greed as a sufficient framework for a mechanically selfish paladin who can gain tremendously from others but offers little in return.

The main point with this class will come down to how powerful Vow of Avarice and Magnificence end up being. Magnficence in particular has seen quite a few iterations, and I settled on this one because it had the fewest qualifiers that allowed it to still achieve the result without allowing too many wildly powerful edge cases. It's still incredibly strong, hence the aura and the capstone transformation are (sort of) weak by comparison. The first version of this ability was strictly passive with a more limited range: you could only bogart buffs from adjacent creatures, but you also got everything automatically. I moved to the reaction-based version to limit its power somewhat, to demand a bit more strategy from the player (and allow a certain amount of counterplay), and to avoid annoying wording.

I also experimented with a "Midas Touch" channel divinity that would, some way or another, allow you to turn enemies into gold when you defeat them. I eventually decided not to include this because I couldn't come up with something that (1) didn't massively fail the bag of rats test (2) was actually worth using ever Vow of Avarice (3) wasn't massively overpowered. And at any rate, the idea behind this selfish paladin is that they should be accumulating worldly goods that are already out there and thereby accruing a kind of imperious splendor by depriving others -- creating something valuable on their own ran against this. Thus, I tried to solve two problems at once by filling out the spell list with charms and also allowing a channel divinity to key off that at some level.

Because this is a fundamentally selfish paladin, I wanted to eschew abilities that provided direct benefits to the character's allies. The aura is therefore a negative one (I deliberately left the wording open to friendly fire -- be careful!). In an earlier version, the aura improve the paladin's attack value based on the number of magic items carried by allies. This was difficult to balance effectively as it could easily get out of hand even with an attunement stipulation. I am still mulling over revising the aura to draw from the number of adjacent allies, but I'm not happy with the options I have come up with to this point.

Oath of Frivolity

This oath began its life as a Feywild-inflected subclass, but I decided to subtly adjust the theming to permit that interpretation while remaining capacious to other motivations for trickery. I also wanted to avoid lining up too much with similar subclasses, namely the Archfey warlock and the Trickery cleric. Thus, I wanted to find a design space that had at-best partial overlap without essentially trying to be an Archfey paladin. Where the warlock includes several options either causing or resisting charm and fear effects, and the cleric offers invisibility and misdirection, there was not as much to be found in outright confidence games or pranks and pratfalls. I also wanted to maintain a principle largely (though by no means comprehensively) in practice throughout these oaths that the best design rewards players for doing something challenging rather than making those challenging things easier. I don't think this is a universal principle and there are many circumstances where it is the wrong rule to follow, but I did want to work with it here.

Thus, I envisioned Channel Divinity: Ruse as a defining feature of the subclass since it requires the paladin to do something thematically appropriate (trick, deceive, lie, cheat, etc) and rewards them substantially for doing so. Channel Divinity: Vow of Levity is a more combat-oriented inflection of a similar principle, though it is of course less complex and less rewarding.

The spell list for this Oath was quite tricky as well. I've gone back and forth on including invisibility (replacing enthrall) and greater invisibility (replacing hallucinatory terrain). Ultimately, I felt that although the invisibilty family of spells makes a certain kind of sense, I could win a more defined identity for this subclass by rejecting spells that are already prominent for its closest sibling, the trickery cleric. I also decided not to add vicious mockery to the Blessed Warrior cantrip options, as this stepped too firmly on the toes of the bard. This subclass has options for mockery it should prioritise instead. The 20th-level transformation gave me a space to break my rule about not making difficult things directly easier. I had originally envisioned the laughing effect as a one-off ability use rather than an aura, but since the ability would also be making enemies weaker against the paladin's spells through the roll penalty, I wanted it to also require a slight change to the paladin's gameplay as well. As to the laughter itself, I didn't initially give it a saving throw to resist, but that felt too strong overall. However, when adding the ability to resist the effect, I did make sure that not only does it take effect when they enter the paladin's range, it also is not resisted until the end of their turn. This guarantees some duration, at least.

Admittedly, this subclass does depend more than others on the DM's willingness to play ball with illusions, enchantments, and deceptions. I recognise this is a practical weakness, but in theory I think it is fair to assume a genial DM, and at any rate, this is a potential problem for any illusion spell as it is.

Oath of the Wild

After writing up the wording for the Oath of Frivolity's Channel Divinity: Ruse, I came to some awareness that I tend to favour fairly complex abilities most of the time. Although the Oath of Contemplation is fairly straightforward, it's a bit of an outlier compared to my other work. For this Oath, I decided to work in reverse of my usual process by declaring I wanted only fairly simple effects, ideally those that might already exist elsewhere in the game (and thus require no complex wording), and then working backwards to designate a theme that binds them together well enough. The various pieces fell together well enough as I felt free to pick and choose fairly useful (if understated) effects for each feature. The idea of an animal or beastly theming occurred to me as I was completing the Channel Divinity: Ferocity option. From here, I could designate a spell list and decide on a capstone transformation. Because the spells here are fairly weak, I felt I had license to offer a somewhat stronger set of options for transformation itself. The 15th level benefit combines what I think is essentially a flavour ribbon with a fairly general -- but by that token, fairly useful -- ability to ignore many kinds of difficult terrain.

Speaking of Channel Divnity: Ferocity, I originally envisioned the paladin granting this ability to a number of allies as well. Without this greater number of nominees, this feature is basically pointless for any goblin or kobold paladins. Ultimately the ability to give out pack tactics felt too powerful to me, and so I have left it in a weaker state at the cost of slightly disincentivising the oath for paladins of a few specific lineages.

Although the beast theming is pretty specific (how many campaigns are still confronting beasts by 5th level, much less 15th?), the benefits are not. Any party would be happy to have initiative advantage, and it's hard to imagine a combat scenario when getting an extra attack for 10 rounds would not be useful. The 15th level ability is, admittedly, a bit selfish in that it applies to the paladin alone. All that said, I do think this subclass comes out a little weaker than most of the others, and I'm considering revising Call of the Wild to be a little more party-useful.

 

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