Be Their Shield. Ensure that nobody behind you gets hurt. You are their protection. > >
Have Courage. You will fight to make sure that nobody else dies, sacrificing yourself if you must. Do not be foolish about it, though. Temper courage with both rationale and awareness. > >
Keep Hope Alive Never succumb to despair within your heart. Make sure that you keep your will to fight strong and bring hope to the hopeless. ### Oath of Defense Spells You gain oath spells at the paladin levels listed in the Oath of Defense Spells table. See the Sacred Oath class feature for how oath spells work. Spells marked with (n) are new spells shown later in this document. | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *sanctuary, shield of faith* | 5th | *aid, warding bond* | 9th | *mass taunt (n), protection from energy* | 13th | *death ward, Otiluke's resilient sphere* | 17th | *multi shield (n), wall of force* ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. #### Vigor As a reaction to seeing a creature within 30 ft of you take damage, you can use your Channel Divinity to grant the creature an amount of temporary hit points equal to 4 times your paladin level, which take as much of the triggering damage as possible. The temporary hit points are gone at the start of your next turn. #### Wall As an action, you can use your Channel Divinity to choose a creature within sight. The target now takes half damage from all sources for 1 minute. \columnbreak ### Aura of Resistance Your will can help block off some damage. Starting at 7th level, you emanate an aura that protects others. Upon finishing a long rest, choose a damage type. Each creature of your choice within 10 ft of you gains resistance to the chosen damage type until you change your choice.
Starting at 18th level, you can choose up to 3 damage types, instead of one, and the range increases to 15 ft. ### Immovable Your will is strong enough to prevent all forced movement. Starting at 15th level, when you would be forced to move due to a spell or similar effect such as *dissonant whispers* or *thunderwave*, you only move half the distance stated. As a reaction to being forcibly moved, you can negate all movement. Furthermore, you have advantage on ability checks and saving throws made against being grappled and knocked prone. ### Stout Guardian *Optional, replaces Immovable*
Your will to protect others keeps you alive and well. Starting at 15th level, whenever you would be reduced to 0 hit points or killed outright, you can make a Constitution saving throw. The DC is 10 + half the damage taken. On a success, you remain standing at 1 hit point. Every time you succeed, the DC increases by 5. ### Unbreakable Your will has enabled your body to become one that can take massive amounts of punishment. At 20th level, you automatically reduce all damage you take by half. As an action, you can reduce it by three-fourths, rather than half, and regain 10 hit points at the start of each of your turns for 1 minute. After the 1 minute is over, you do not benefit from this feature until you finish a short or long rest, and must finish a long rest in order to reduce all damage by three-fourths again. \pagebreakNum ## Oath of Destruction These paladins leave nothing but destruction in their path. All who oppose goodness in the world get eradicated by these paladins, who have sworn to eradicate evil completely. For this reason, they are often called death knights. > ### Tenets of Destruction > >
Leave No Trace. Eradicate your foes to the best of your ability. Any trace left is a trace that can kill innocents. > >
Show no Mercy. Ensure your foes cannot beg for their miserable lives. They will only betray your trust. > >
Eradicate Hope. Ensure that your enemies shrivel in fear, devoid of hope, for hope can bring back anything. ### Oath of Destruction Spells You gain oath spells at the paladin levels listed in the Oath of Defense Spells table. See the Sacred Oath class feature for how oath spells work. Spells marked with (n) are new spells shown later in this document. | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *inflict wounds, ray of sickness* | 5th | *phantasmal force, wither and bloom* | 9th | *bestow curse, pillar of despair (n)* | 13th | *aura of death (n), blight* | 17th | *contagion, destructive wave* ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. #### Channel Divinity: Decaying Smite As an action, you can use your Channel Divinity to add necrotic damage to your weapon attacks. You deal an additional amount of necrotic damage equal to your Charisma modifier for 1 minute. #### Channel Divinity: Invoke Fear As an action, you can target any number of creatures within 30 ft of you. Each target must make a Wisdom saving throw or become frightened of you for 1 minute. \columnbreak ### Aura of Decay You emanate an aura that accelerates rot and decay. Starting at 7th level, whenever a creature within 10 ft of you takes damage, you can use your reaction to add an additional amount of necrotic damage equal to your Charisma modifier plus your paladin level.
At 18th level, the range increases to 20 ft. ### One With Destruction You have become resilient to the destructive forces you wield. Starting at 15th level, you have resistance to acid, necrotic, and poison damage. As a reaction to taking any of those damage types, you can become immune to all three until the end of your next turn. Furthermore, whenever you deal acid, necrotic, or poison damage, you ignore resistance to those damage types. ### Soul of Destruction You now can surround yourself in an aura of shadows. At 20th level, as an action, you can invoke an aura of destruction, granting you the following benefits: * You deal an additional 5d6 necrotic damage once per turn whenever you hit a creature with a melee weapon attack. * You automatically deal the damage stated in your Aura of Decay feature whenever a creature takes damage. * You can use your action to decay the area around you. Each creature within 30 ft of you takes 12d12 necrotic damage and makes a Constitution saving throw, taking half damage on a success. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. You may do so once per activation.
Once you use this feature, you must finish a long rest in order to do so again. \pagebreakNum ## Oath of Freedom Paladins of this oath seek to liberate others from shackles. A good number of them view being tied to the ground as a shackle, so they have developed ways of lifting themselves into the sky. They are always on the move, seeking to free as many as possible from their shackles. For this reason, they are often called winged knights. > ### Tenets of Freedom > >
Liberate the Innocent. Do what you can to eradicate all forms of slavery. No one should be forced to serve another. > >
Ensure Security. Nobody who is hungry, homeless, or fearful of their future is truly free. You will do what you can to ensure that people's safety is met. > >
Enshrine Self Reliance. Make sure that the people who you help do not need you or anyone else again for their freedom. A populace reliant on others can never be truly free. ### Oath of Freedom Spells You gain oath spells at the paladin levels listed in the Oath of Defense Spells table. See the Sacred Oath class feature for how oath spells work. | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *bless, longstrider* | 5th | *knock, vortex warp* | 9th | *dispel magic, haste* | 13th | *dimension door, freedom of movement* | 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. #### Channel Divinity: Effect Liberation As an action, you can grant a number of creatures no greater than your Charisma modifier within 30 ft of you advantage on all ability checks and saving throws made to end a condition, spell effect, etc. #### Channel Divinity: Temporary Flight As an action, you can use your Channel Divinity to grant one creature you touch a flying speed equal to their walking speed for 10 minutes. \columnbreak ### Aura of Liberation Starting at 7th level, each creature of your choice within 10 ft of you has advantage on ability checks and saving throw against the following: grappled, prone, restrained, stunned.
Starting at 18th level, this includes any attempt to limit what actions one can take and/or their movement. Also, the range increases to 30 ft. ### Flight You have grown spectral wings that allow for constant flight. Starting at 15th level, you have a flying speed equal to your walking speed. You can activate and dismiss the wings as a bonus action. You decide how the wings appear. As a bonus action, you can transfer the wings to another for 8 hours, after which they reappear on you. They also reappear on you if the creature you transfered them to dies. ### Total Liberation At 20th level, you can use an action to enshrine yourself in a liberating glow for 1 minute. You gain the following benefits: * As an action, you can end all conditions, effects, etc. that limit actions and/or movement within 30 ft of you on creatures you choose. * Any attempt to limit your actions and/or movement automatically fails. * Your movement speed is doubled. \pagebreakNum ## Oath of Knowledge Paladins of this oath seek to educate the masses on how to avoid and combat evil, so that they do not fall for the tricks of evil beings. Some lessons include what to say to avoid deals with negative outcomes for them, abusive language, how to be an upstanding citizen, and what to do to get evil creatures off your back. These paladins are sometimes called scholar knights. > ### Tenets > >
Educate the Ignorant. Those who are ignorant simply do not know better. Treat them as if you were their teacher. > >
Seek Out Truth. Always ask questions and explore to figure out what is real. Never stop looking. > >
Stay Curious. Never let your imagination be dampened by knowledge. Always seek out new ways to utilize that which you have learned. ### Oath of Knowledge Spells You gain oath spells at the paladin levels listed in the Oath of Defense Spells table. See the Sacred Oath class feature for how oath spells work. | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *comprehend languages, identify* | 5th | *borrowed knowledge, detect thoughts* | 9th | *clairvoyance, tongues* | 13th | *arcane eye, divination* | 17th | *legend lore, scrying* ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. #### Channel Divinity: Intelligent Persuasion As an action, you can use your Channel Divinity to add your Intelligence modifier to your Persuasion checks for 10 minutes, minimum +1. #### Channel Divinity: Knowledge Grant As an action, you can use your Channel Divinity to grant knowledge to any creature that can hear you. The creature adds their proficency bonus to all Intelligence based checks for 10 minutes. \columnbreak ### Aura of Education Starting at 7th level, each creature of your choice within 10 ft of you adds your Charisma modifier to all Intelligence based checks.
At 18th level, the range of this aura increases to 30 ft. ### True Intelligence You have become such a guardian of knowledge that you have become somewhat of an expert in it. Choose two of the following skills: Arcana, History, Investigation, Nature, or Religion. You add double your proficiency bonus to the chosen skills. Furthermore, you gain truesight out to 30 ft. ### Bastion of Knowledge At 20th level, you have become a beacon of education and knowledge. As an action, you can gain the following benefits for 1 minute: * You add double your proficiency bonus to all Intelligence based checks * You can add your Intelligence modifier to your attack and damage rolls. * You have advantage on all Intelligence based ability checks and saving throws.
Once you do so, you must finish a long rest in order to do so again. Furthermore, your Intelligence score cannot be below 13. \pagebreakNum ## Oath of Smiting Joke subclass. Don't take this as one to actually be played. They are often called shining knights.
You have sworn to smite as often as possible. You will smite on all who dare to cross you. You will smite the peasant. You will smite the monarch. You will smite. Smite. Smite! SMITE! SMIIIIIIIIIIIIIIIIIIIIIIIITE! > ### Tenets > >
Study the Smite. Learn how to smite well. This is key. > >
Become the Smite. Learn how to be one with smites. This is also key. > >
Unleash the Smite. Whenever you can, smite others. This is an important key. ### Oath of Smiting Spells You gain oath spells at the paladin levels listed in the Oath of Defense Spells table. See the Sacred Oath class feature for how oath spells work. | Paladin Level | Spells | |:-------------:|:------:| | 3rd | *ensnaring strike, zephyr strike* | 5th | *ray of enfeeblement, shadow blade* | 9th | *counterspell, spirit guardians* | 13th | *grasping vine, Raulothim's psychic lance* | 17th | *far step, steel wind strike* ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. #### Channel Divinity: Continual Smite As an action, you can imbue your melee weapon with divine radiance. You deal an additional 1d8 radiant damage whenever you hit a creature with a melee weapon attack using the imbued weapon. This lasts for 1 minute. #### Channel Divinity: Elemental Smite As an action, you can imbue your melee weapon with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You deal an additional 1d8 of the chosen damage type whenever you hit a creature with the imbued weapon. This lasts for 1 minute. \columnbreak ### Aura of Smite Starting at 7th level, choose a smite spell. Each creature of your choice within 10 ft of you can cast that spell. If they do not have the Pact Magic or Spellcasting feature, they use your spell save DC for the smite.
At 18th level, the range increases to 30 ft. ### Enhanced Smites Starting at 15th level, you deal an additional d8 of radiant damage whenever you use your Divine Smite feature or a smite spell. ### Total Smite At 20th level, as an action, for 1 minute, you do not need to concentrate on smite spells. Furthermore, your weapon always deals an extra 3d8 radiant damage per hit. Once you do so, you must finish a long rest in order to do so again. \pagebreakNum ### Spells #### Aura of Death ___ - **School:** Necromancy - **Level:** 4th - **Casting Time:** 1 action - **Range:** Self (15 ft radius) - **Components:** V - **Duration:** Concentration, up to 1 minute. - **Class(es):** Druid ___ You force your enemies to learn what mortality truly means. Hostile creatures that enter the aura or start their turn in the aura take 2d6 necrotic damage and must make a Constitution saving throw or have their hit point maximum decreased by an amount equal to the necrotic damage dealt.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increase the necrotic damage by d6 for every spell level above 4th. #### Mass Taunt ___ - **School:** Enchantment - **Level:** 3rd - **Casting Time:** 1 action - **Target:** Self - **Range:** Self - **Area of Effect:** 30 ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Class(es):** Paladin ___ You force each hostile creature of your choice within the area of effect to focus on you. Each target creature must make a Wisdom saving throw or be forced to attack only you. If they attempt to harm anyone without also harming you, they must make a Wisdom saving throw or waste the action used and do nothing. The spell ends early if you do not cause harm or move closer to at least one of the targets affected by this spell on your turn. You know who is affected for the duration of the spell. #### Multi Shield ___ - **School:** Abjuration - **Level:** 5th - **Casting Time:** 1 action - **Target:** Creatures that you can see - **Range:** 30 ft - **Area of Effect:** 30 ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute. - **Class(es):** Cleric, Paladin ___ You create numerous shields on each target within range of your choice. A creature with the shield has a +3 bonus to their AC and reduces all incoming damage by your spellcasting modifier, to a minimum of 0 damage. \columnbreak #### Pillar of Despair ___ - **School:** Evocation - **Level:** 3rd - **Casting Time:** 1 action - **Target:** A point you can see - **Range:** 30 ft - **Area of Effect:** 10 ft radius - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Class(es):** Warlock ___ You make your enemies see that there is no hope for them. A pillar of onyx erupts from a place you can see within range. You can choose any number of creatures to be immune to the pillar’s effects. When a creature starts their turn or moves within a 10 ft radius of the pillar, they must make a saving throw or have disadvantage on all attack rolls they make, have disadvantage on Wisdom saving throws, and take an extra d6 necrotic damage whenever they get hit until the start of their next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the pillar’s effective radius by 5 ft for each spell level above 3rd. \pagebreakNum ### Feats #### All Seeing You have trained to sense creatures that are nearby, and to see through illusions. * You can no longer be surprised as a result of not seeing creatures. * You know where other creatures are so long as they are within 15 ft of you and not hidden from you. * You have advantage on ability checks and saving throws made against spells and other magical effects. from the illusion school of magic. #### Defender
You have become a greater party tank for your allies. You gain the following benefits: * As an action, you can provide half-cover to one allied creature within 5 feet of you of the same size or smaller than you. That creature has half-cover as long as they remain within 5 feet of you or until the start of your next turn. If you are two sizes bigger, then the cover granted is three-quarters cover. * Upon seeing another creature attack a creature within 5 feet of you, as a reaction, you can interpose a weapon or shield between them and the attack, increasing the target of the attack's AC by 1 if you use a weapon, or by the AC bonus of your shield if you use it. While the target's AC is increased this way, if you used your shield, you lose the shield's AC bonus until the start of your next turn. The target of the attack has their AC increased this way until the attacker ends its turn or the target of the attack moves more than 5 feet away from you. #### Spellstriker *Prerequisite: pact magic or spellcasting class feature*
You've learned how to place your spells onto weaponry. As a bonus action, you can place a spell onto a weapon you are holding. You consume the spell slot as normal. You keep concentration on the spell while it is on your weapon, even if the spell doesn't require concentration. The next time you hit with that weapon within the next minute, the spell is unleashed with the target being the center of the spell. The level of the spell can be no higher than half your proficiency bonus.