Paladin, the Bamstacks Variant v1

by Bamstacks

Search GM Binder Visit User Profile
Paladin, the Bamstacks Variant

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The oath, taken at 1st level, is the beginning of the paladin's journey to mold the world in the image of the tenets they follow.

Other Changes

This variant is intended to go along with the other changes, like class proficiency bonuses, detailed here.

The Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Paladin
Level Proficiency Bonus Features Smite Uses 1st 2nd 3rd 4th 5th
1st +2 Divine Smite, Lay on Hands, Sacred Oath 1
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Divine Health, Channel Divinity 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack, Divine Smite improvement 3 4 2
6th +3 Aura of Protection 3 4 2
7th +3 Sacred Oath Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Improved Divine Smite 3 4 3 2
10th +4 Aura of Courage 4 4 3 2
11th +4 Hallowed Strikes 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 - 4 4 3 3 1
14th +5 Cleansing Touch 4 4 3 3 1
15th +5 Sacred Oath Feature 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 Hallowed Strikes improvement, Supreme Divine Smite 5 4 3 3 3 1
18th +6 Aura improvements 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Sacred Oath Feature 5 4 3 3 3 2

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Quick Build

You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.

Class Features

As a paladin, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer's pack
  • Chain mail and a holy symbol

You may alternatively roll 8d4 x 10 gp and buy your starting equipment.

Paladin Multiclassing

Paladins follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Strength and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a paladin.

Proficiencies Gained. If paladin isn’t your initial class, here are the proficiencies you gain when you take your first level as a paladin: Light armor, medium armor, shields, simple weapons, martial weapons

Spell Slots. Add half your levels in the paladin class, rounded down, to the appropriate levels from other classes to determine your available spell slots.

Paladin Proficiency Bonus. When multiclassed, any paladin class feature that refers to your paladin proficiency bonus refers to what your proficiency bonus would be if only taking your paladin levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Paladin Class Table in the Proficiency Bonus column for what your paladin proficiency bonus is.

Divine Smite

1st-level Paladin feature

When you hit a creature with a weapon attack or unarmed strike, you can choose to deal additional radiant damage to the target equal to a number of dice equal to your paladin proficiency bonus. The size of the die is a d8 for a melee weapon attack or unarmed strike, or a d6 for a ranged weapon attack.

In addition, you can choose to modify your Divine Smite in a number of ways by exchanging Divine Smite damage for additional effects. You can only add these effects onto melee weapon attacks or unarmed strikes. Each effect has a die cost, which is the number of Divine Smite damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. When a creature makes a saving throw per this feature, use the Spell Save DC calculation in the Paladin’s Spellcasting feature.

Iced Iron (Cost: 1d8). The damage type of the Divine Smite is Cold damage. The target must make a Strength saving throw or its speed is reduced to 0 until the start of your next turn as divine chains leap out to hold it.

Searing (Cost: 1d8). The damage type of the Divine Smite is Fire damage. The target and all creatures of your choice within 5 feet of it must make Dexterity saving throws or take Fire damage equal to your Charisma modifier.

Thunderous (Cost: 1d8). The damage type of the Divine Smite is Thunder damage. The target makes a Strength saving throw or be pushed 10 feet away from you and be knocked Prone.

Wrathful (Cost: 1d8). The damage type of the Divine Smite is Psychic damage. The target must make a Wisdom saving throw or be Frightened until the start of your next turn.

You can use this feature once, and you regain all expended uses when you finish a Long Rest. When you gain certain paladin levels, you gain additional smite uses, as shown in the Smite Uses column of the Paladin table.

Starting at 5th level in this class, you regain 1 expended use of Divine Smite when you finish a Short Rest.

Lay on Hands

1st-level Paladin feature

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Sacred Oath

1st-level Paladin feature

You swear the oath that binds you as a paladin forever. You choose one of the oaths described at the end of the class description.

Your choice grants you features at 1st level, and again at 3rd, 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Fighting Style

2nd-level Paladin feature

You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're Blinded or in darkness. Moreover, you can see an Invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon, as well as a +2 bonus to Dexterity saving throws.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. The damage reduction increases by 1d6 at 5th level (2d6+prof), 11th level (3d6+prof), and 17th level (4d6+prof).

Great Weapon Fighting

When making melee attacks using Strength as part of your action with a heavy, two-handed melee weapon, you can add half your Strength modifier, rounded up, to the damage roll. You must keep both hands on your weapon for the entirety of your turn to use this fighting style.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and any additional attacks it makes against that target before the start of your next turn. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of any offhand attacks.

Spellcasting

2nd-level Paladin feature

You have learned to draw on divine magic through meditation and prayer to cast spells much like a cleric would.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Channel Divinity

3rd-level Paladin feature

You can channel divine energy directly, using that energy to fuel magical effects. You start at 3rd level with the Divine Sense Channel Divinity, as well as one provided by your Sacred Oath. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use from those available to you from this class. You can use your Channel Divinity once, regaining the ability to do so when you finish a short or long rest.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

As an action, you can open your awareness to detect such forces. For the next 10 minutes, you know the location of any celestial, fiend, or undead within 60 feet of you. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Divine Health

3rd-level Paladin feature

The divine magic flowing through you makes you immune to disease.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

5th-level Paladin feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

6th-level Paladin feature

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

The range of this aura increases to 15 feet at 10th level, and 30 feet at 18th level.

Improved Divine Smite

9th-level Paladin feature

When you use your Divine Smite feature, you may choose from these additional options.

Blinding (Cost: 2d8). The target must make a Constitution saving throw or be Blinded until the start of your next turn.

Dispelling (Cost: 2d8). The damage type of the Divine Smite becomes Force damage. If the target is Concentrating on a spell of 3rd level or lower, the spell ends. If the target is Concentrating on a spell of higher than 3rd level, the target has Disadvantage on its Constitution saving throw to maintain Concentration on the spell.

Shining (Cost: 2d8). The target must make a Dexterity saving throw or it sheds light in a 5-foot radius until the start of your next turn. During this period, it can’t benefit from the Invisible condition and all attack rolls against it have advantage.

Sundering (Cost: 2d8). The damage type of the Divine Smite becomes Fire damage. Objects and structures take double damage. If the target is a creature, it must make a Dexterity saving throw or have one nonmagical object it is carrying destroyed.

Aura of Courage

10th-level Paladin feature

You and friendly creatures within 15 feet of you can’t be Frightened while you are conscious. If a friendly creature that is frightened begins its turn within the aura, the Frightened condition is removed.

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

Hallowed Strikes

11th-level Paladin feature

You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a weapon you are proficient with, the creature takes an extra 1d8 Radiant damage.

At 17th level, this damage improves to 2d8 Radiant damage.

The damage die for this feature increases to d10s if the attacks are made with a weapon wielded in two hands.

Cleansing Touch

14th-level Paladin feature

At the beginning of your turn, you can choose to end one spell on yourself. In addition, you can use a Magic Action to end one spell on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.

Supreme Divine Smite

17th-level Paladin feature

When you use your Divine Smite feature, you may choose from these additional options.

Banishing (Cost: 3d8). The damage type of the Divine Smite is Force damage. The target must succeed on a Charisma saving throw or be transported to a harmless demiplane. A target with more than 50 hit points remaining reappears at the start of your next turn in the space it left or the nearest unoccupied space if that space is occupied.

Staggering (Cost: 3d8). The damage type of the Divine Smite is Psychic damage. The target must succeed on a Wisdom saving throw or be Stunned until the start of your next turn.

Warding (Cost: 3d8). You gain temporary hit points equal to the Divine Smite damage you deal, and while you have any of these temporary hit points, you have resistance to all damage until the start of your next turn.

BREAKING YOUR OATH

A paladin who has broken a vow typically must seek absolution. The player decides if the oath has been violated and the form this absolution will take. Alternatively, at the DM's discretion, if the paladin willfully abandons their oath, they may take on another or perhaps take the Oathbreaker paladin option that appears as one of the subclass options here.

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Ancient Watcher

1st-level Ancients feature

By swearing your oath to a being of the light, you can stop casters who would harm you and your allies in their tracks. When you see a creature casting a spell, you can use your reaction to cause that creature to take psychic damage equal to your Paladin level plus your Charisma modifier.

Oath of the Ancients Spells

Level Spells
2nd ensnaring strike, speak with animals
5th misty step, moonbeam
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity

3rd-level Ancients feature

You gain the following two Channel Divinity options.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare your foes. As an action, you can cause spectral vines to spring up and reach for enemy creatures of your choice within 10 feet of you that you can see. The creatures must each succeed on a Dexterity saving throw or be restrained. While a creature is restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

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

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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

Aura of Warding

7th-level Ancients feature

Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within your Aura of Protection have resistance to damage from spells.

Undying Sentinel

15th-level Ancients feature

When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Alternatively, when you are subjected to an effect that would kill you instantaneously without dealing damage, you can choose to negate that effect.

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

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

Elder Champion

20th-level Ancients feature

You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Oath of Conquest Spells

Paladin Level Spells
2nd armor of agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

On Your Knees

1st-level Conquest feature

Your fighting style emulates your desire to subjugate your enemies and bring them to order. Once per turn, you can replace one of your weapon attacks with a blunt attack using either a shield, a melee weapon that deals bludgeoning damage, or an unarmed attack. This attack deals 1d4 bludgeoning damage on a hit. If this attack hits, and the target is your size or smaller, they fall prone. A target can use their reaction to avoid falling prone.

Channel Divinity

3rd-level Conquest feature

You gain the following two Channel Divinity options.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

7th-level Conquest feature

You constantly emanate a menacing aura while you’re not incapacitated. If a creature is frightened of you, its speed is reduced to 0 while in your Aura of Protection, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

Scornful Rebuke

15th-level Conquest feature

Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conquerer

20th-level Conquest feature

You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Duty of the Crown

1st-level Crown feature

When you see a friendly creature drop below half their hit points, you can use your reaction to move up to your speed towards the creature. This movement does not provoke opportunity attacks. You must end up closer to the friendly creature then you were before.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Oath of the Crown Spells

Paladin Level Spells
2nd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Divinity

3rd-level Crown feature

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

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the targeted creature cannot move willingly in a direction away from you and has disadvantage on attack rolls against creatures other than you. This effect ends on the creature if you are incapacitated, you die, or if the creature is ever more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to a number of d4s equal to your paladin proficiency bonus. A creature regains double this amount if they are below half their maximum hit points.

Royal Allegiance

7th-level Crown feature

When a creature within your Aura of Protection takes damage, you can use your reaction to issue a divinely-inspired command to that creature. That creature can then use its reaction to make an opportunity attack against the creature that damaged it. You can also choose to take the triggering damage instead, and you cannot reduce the damage in any way if you do so.

Unyielding Saint

15th-level Crown feature

You are immune to becoming paralyzed or stunned.

Exalted Champion

20th-level Crown feature

Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Whenever you activate a divine smite, all friendly creatures that can see you get an extra 1d8 radiant damage on their next attack. This effect can apply multiple times.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on all saving throws.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Devoted Protector

1st-level Devotion feature

You learn the Protection fighting style, and you do not have to be wearing a shield to use it.

Oath of Devotion Spells

Level Spells
2nd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity

3rd-level Devotion feature

You gain the following two Channel Divinity options.

Sacred Weapon. As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your
holy symbol and speak a prayer censuring fiends
and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Devotion

7th-level Devotion feature

You and friendly creatures within your Aura of Protection can’t be charmed or possessed while you are conscious. If a friendly creature that is charmed or possessed begins its turn within the aura, the charmed condition is removed.

Purity of Spirit

15th-level Devotion feature

You are constantly under the effects of a shield of faith spell.

Holy Nimbus

20th-level Devotion feature

As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells.

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

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

Glorious Combatant

1st-level Glory feature

As a champion of your deity, your fighting prowess is divinely enhanced. If you are wielding a shield, you can take the shove action as a bonus action. If you are not wielding anything in one of your hands, you can make a grapple attempt as a bonus action.

You can make a grapple or shove attack as a bonus action a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Oath of Glory Spells

Paladin Level Spells
2nd guiding bolt, heroism
5th enhance ability, magic weapon
9th haste, protection from energy
13th compulsion, freedom of movement
17th commune, flame strike

Channel Divinity

3rd-level Glory feature

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

  • Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
  • Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity

7th-level Glory feature

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within your Aura of Protection increases by 10 feet until the end of that turn.

Glorious Defense

15th-level Glory feature

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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

Living Legend

20th-level Glory feature

You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to succeed instead.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oathbreaker

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.

Breaking Promises

1st-level Oathbreaker feature

You gain proficiency in Deception, and you add twice your proficiency bonus for all deception checks.

Oathbreaker Spells

Paladin Level Spells
2nd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

3rd-level Oathbreaker feature

You gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

7th-level Oathbreaker feature

You, as well any fiends and undead within your Aura of Protection, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

Supernatural Resistance

15th-level Oathbreaker feature

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

20th-level Oathbreaker feature

You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.

Oath of the Ocean

Noble warriors of the high seas, these Paladins swear an Oath to gods of the sea, and will do what it takes to preserve the bounteous life present there. Often fond of adventure, these paladins can often be found helming long voyages across the sea to distant lands.

Of the Seas

1st-level Ocean feature

Your divine connection with the seas causes water to part around you. You gain a swimming speed equal to your walking speed, and you learn the shape water cantrip.

In addition, your weapon attacks bring the roiling winds of the seas with you. You can choose to amplify the first attack you land after you roll initiative with the force of ocean winds, pushing the target 20 feet away from you.

Channel Divinity

3rd-level Ocean feature

You gain the following Channel Divinity options:

All Hands on Deck. As a bonus action, you hold aloft your holy symbol and you bellow an order to your crew. A number of creatures of your choice, equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed, without provoking any opportunity attacks.

Wrath of the Sea. When you use your Divine Smite, you can invoke this Channel Divinity. All weapon and Divine Smite damage becomes cold, lightning, or thunder damage (your choice), and if you roll a 1 or 2 for any of the damage dice you can re-roll those dice, but must use the new result.

Oath of the Ocean Spells

Paladin Level Spells
2nd fog cloud, zephyr strike
5th misty step, warding wind
9th thunder step, tidal wave
13th control water, storm sphere
17th control winds, maelstrom

Aura of Gallantry

7th-level Ocean feature

You, and friendly creatures within your Aura of Protection, have advantage on saving throws to resist being grappled, knocked prone, or moved against your will.

Strength of the Seas

15th-level Ocean feature

Those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your Charisma modifier (minimum of 1).

Thalassoform

20th-level Ocean feature

You can embody the wrath of the high seas. As a bonus action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute.

  • You are immune to cold, lightning, and thunder damage.
  • You can cast command as a 1st-level spell, as a bonus action on each turn without expending a spell slot.
  • When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.

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

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Oath of Redemption Spells

Paladin Level Spells
2nd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Instinctive Protection

1st-level Redemption feature

As a reaction to rolling initiative, you can move up to your speed towards a friendly creature of your choice.

Channel Divinity

3rd-level Redemption feature

You gain the following two Channel Divinity options.

  • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to double the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

7th-level Redemption feature

You can shield your allies from harm at the cost of your own health. When a creature within your Aura of Protection takes damage, you can use your reaction to magically take half that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Protective Spirit

15th-level Redemption feature

A holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. Any friendly creature within 5 feet of you also gains this benefit.

Emissary of Redemption

20th-level Redemption feature

You become an avatar of peace, which gives you the following benefits.

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

Avenged Death

1st-level Vengeance feature

As a reaction to falling to 0 hit points, you can make one melee weapon attack against a creature within range.

Oath of Vengeance Spells

Level Spells
2nd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

3rd-level Vengeance feature

You gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

7th-level Vengeance feature

Your supernatural focus helps you close off a foe’s retreat. When you hit with an opportunity attack against a hostile creature that moves out of your reach, you can move up to half your speed immediately after the attack and make an additional melee weapon attack against that creature if it is within your reach afterwards as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

15th-level Vengeance feature

The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

20th-level Vengeance feature

You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

Oath of the Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

Divine Reaction

1st-level Watchers feature

After you roll initiative, you can use your Reaction to immediately move up to your speed and make one weapon attack or use your Lay on Hands feature. Once you use this feature you can't do so again until your finish a Long Rest.

Oath of the Watchers Spells

Paladin Level Spells
2nd alarm, detect magic
5th moonbeam, see invisibility
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

Channel Divinity

3rd-level Watchers feature

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

Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. 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 have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

  • A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

Aura of the Sentinel

7th-level Watchers feature

You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within your Aura of Protection roll initiative, you all gain a bonus to initiative equal to your paladin proficiency bonus.

Vigilant Rebuke

15th-level Watchers feature

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your Reaction to deal 4d8 + your Charisma modifier Force damage to the creature that forced the saving throw.

Mortal Bulwark

20th-level Watchers feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Paladin Spell List

Notes:

This is the list of spells available to paladins when they prepare their spells. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found here.

1st Level
  • Bless
  • Ceremony
  • Command
  • Compelled Duel*
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor*
  • IronbindsHB
  • Heal*
  • Heroism
  • Last RitesHB
  • MajoziHB
  • Oath-Sealing CovenantHB
  • Protection from Evil and Good
  • Purify Food and Drink
  • Righteous BrandHB
2nd Level
  • Aid
  • Find Steed
  • Fist of JusticeHB
  • Gentle Repose*
  • Restoration*
  • Locate Object*
  • Magic Weapon*
  • Prayer of Healing*
  • Protection from Poison
  • Sunlight StrikeHB
  • Warding Bond
  • Weapon's KairosHB
  • Zone of Truth*
3rd Level
  • Aura of Vitality
  • Banner of StarsHB
  • Create Food and Water
  • Crusader's Mantle*
  • Cyan HaloHB
  • Daylight*
  • Dispel Magic
  • Elemental Weapon*
  • Funeral PyreHB
  • Liliander's HellspearHB
  • Magic Circle
  • Remove Curse
  • Revivify*
  • Ripping BulletHB
  • Spirit Shroud
  • Storm HeraldHB
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Curse WardHB
  • Death Ward
  • Duel of DestinyHB
  • Find Greater Steed
  • Guardian of CivilizationHB
  • Judgement DayHB
  • Locate Creature
  • Sunlight JavelinHB
5th Level
  • Circle of Power
  • Destructive Wave*
  • Dispel Evil and Good
  • Geas*
  • Holy Weapon*
  • SuperheroismHB
  • Raise Dead*
  • Summon Celestial
  • Wings of CelestHB

Homebrew Adaptations

This is a collection of adaptations to this variant for various popular homebrew subclasses. Universally, all paladin subclasses will gain a 1st level feature, are gained at 1st level, and their Oath Spells feature is moved to 2nd level. Additionally, any paladin auras that start at 10 feet will increase to 15 feet at 10th level.

Oath of Ancestors

The Complete Devout Handbook's Ancestors found here.

Aid of the Wise

1st-level Ancestors feature

Your ancestors' wisdom helps aid you in trying times. You gain proficiency in death saving throws, and can use your reaction upon making an Intelligence, Wisdom, or Charisma saving throw to add your paladin proficiency bonus to the roll. You can do so after you roll, but before the result is announced.

Oath of the Ancestors Spells

Replace reaping smite with spirit guardians.

Ghostwalker

The duration is increases to 10 minutes.

Oath of Beauty

Laserllama's Beauty found here.

Beautiful Strikes

1st-level Beauty feature

The beauty of your attacks is resplendent and causes creatures to fall under your influence. When you make an attack, you can choose to cause one creature within 15 feet of you that can see you to make a Wisdom saving throw, becoming charmed by you for 1 minute on a failure. The creature makes another saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature once, regaining the ability to use it when you finish a short or long rest.

Paragon of Beauty

Activation changed from an action to a bonus action.

Oath of the Beyond

Stuffies12's Beyond found here.

Aberrant Hands

1st-level Beyond feature

Aberrant, eldritch limbs follow and aid your attacks. On your turn, you can use a bonus action to force a creature you can see that you hit with a weapon attack to make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) as extraplanar limbs grasp out from the ground and their air and attempt to grasp the creature. On a failed save, the creature is grappled and restrained (escape DC equal to your paladin spell save DC) until the end of your next turn.

Once a creature fails a saving throw against this ability, you can't use it again until you finish a short or long rest.

Indescribable Form

Duration increased to 10 minutes.

Oath of Conspiracy

Stuffies_12's Conspiracy found here.

Divine Deceptions

1st-level Conspiracy feature

You gain proficiency in Deception, and you add double your proficiency bonus to Deception checks.

Furthermore, you can attempt to make divinely forbidden knowledge of your location to a creature you can see within 30 feet of you. You can use a bonus action on your turn to make a contested Deception check versus the target's Insight. On a success, you have advantage on the next attack roll you make against that creature.

You can use this feature twice, regaining all expended uses when you finish a short or long rest.

Figure of Enigma

Activation changed from an action to a bonus action.

Oath of the Exorcist

Laserllama's Exorcist found here.

Exorcising Hands

1st-level Exorcist feature

Through your knowledge of the undead, you can utilize your divine magic to destory undead. Once on each of your turns, you can expend 5 hit points from your healing pool from your Lay on Hands feature and apply it as radiant damage to an undead creature you hit with one of your attacks.

Oath of Grief

u/Dracovitch's Oath of Sorrow found here.

Let it Hurt

1st-level Grief feature

Your divine sanction comes with the ability to recognize and aid those going through grief, letting them let go of their held in hurt. When a creature that you can see drops to 0 hit points within 30 feet of you, you can use your reaction to target all creatures of your choice within 30 feet of the creature. Each of those creatures gains temporary hit points equal to your paladin level and has the charmed or frightened conditions ended on them.

Oath of Sorrow Spells

ceremony replaced with id insinuation.

Oath Tenets

To make reduce space on each subclass page, each Oath's Tenets have been moved here.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Tenets of the Ocean

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Art Credits

Art (Cover): Randy Vargas (vargasni): Warrior Class (Link)
Art (Page 2): Othon Nikolaidis: Ascension (Link)
Art (Page 3): Paladin Wallpaper (Link)
Art (Page 4): Casondra Logan: Holy Paladin (Link)
Art (Page 5): Caroline Gariba: Elspeth's Devotee (Link)
Art (Page 6): donatoarts: Herald Taln (Link)
Art (Page 7): Andrew Mar: Angel of Glory’s Rise (Link)
Art (Page 8): fjun: Irene, Black Light (Link)
Art (Page 9): Anna Steinbauer: Van Richten's Guide to Ravenloft (Link)
Art (Page 10): wil_hallett_art: Tilanis Elgaralen, Half-Elf Oath of Ancients Paladin (Link)
Art (Page 11): Andrey Chernykh: Fables (Link)
Art (Page 12): Hyoung Taek: ESSESSA LITHO (Link)
Art (Page 13): Jack Kaiser: unknown title (Link)
Art (Page 14): omer98: shadow knight (Link)
Art (Page 15): u/Arthorian: Rasvarax Invictahn, Oath of Conquest Dragonborn Paladin (Link)
Art (Page 16): Victor Adame Minguez: Bastion Protector (Link)
Art (Page 17): SnowSkadi: Exorcism (Link)
Art (Page 18): Matt Stewart: Gift of Immortality (Link)
Art (Page 19): Robusta Art: Lingering Hope - Commission (Link)
Art (Page 20): Warhammer 40k: Inquisitor (Link)
Art (Page 21): (Unchaining) Freedom Knight Iriheim (Link)
Art (Page 22): Alexander Nanitchkov: Unbreakable spirit (Link)
Art (Page 23): Robert Mallinson: Half-Elf Oathbreaker Paladin, Aggamemnon. (Link)
Art (Page 24): Heather Uebel: COMMISSION - Sea Paladin Orc Nohrath (Link)
Art (Page 25): Alexander Deruchenko: Dungeon guard (Link)
Art (Page 26): theominute: Misty Step (Link)
Art (Page 27): Elle-Shengxuan-Shi: Prayer Paladin (Link)
Art (Page 28): Alexander Deruchenko: Emissary of Sunrise (Link)
Art (Page 29): u/quardri: Oath of Vengeance Paladin, Gerhard Schneider (Link)
Art (Page 30): Will Murai: Spirit Bonds (Link)
Art (Page 31): Alex Garner: Avenging Wrath (Link)
Art (Page 32): Raymond Swanland: Fell the Mighty Art (Link)
Page Stains: /u/flamableconcrete

Changelog

Base Class Changelog

  • Most notably, paladins now get their subclasses, and therefore a new subclass feature, at 1st level. How are you a paladin without your oath? This is an attempt to make the thematics work mechanically.
  • Similarly, you also get Divine Smite at 1st level as well. It also works with unarmed strikes and ranged attacks. It has also been changed to be completely removed from spell slots. It instead scales exclusively with paladin level in terms of damage and uses. This should encourage paladins to not see their spell slots as just 'smite slots', and encourage them to invest in learning about the power they can gain through their spells.
  • All Smite spells have been removed and have been incorporated in various ways into the Divine Smite feature.
  • Two Weapon Fighting has been added as an option for a fighting style.
  • Aura of Protection scales in radius at 10th level as a midpoint to 18th, and all paladin auras have been reworded to work with the radius of Aura of Protection.
  • Aura of Courage now is properly worded to remove frightened in the circumstances where they should have it removed in your aura.
  • Improved Divine Smite has been renamed to Hallowed Strikes, and now improves at 17th level. Paladins fell behind in damage at that late level, so an improvement to this feature was warranted.
  • Cleansing Touch now works with effects that would prevent you from using your action.
  • Breaking Your Oath: now the player has the control, as they're the one who made the oath, they get to decide how the character gains absolution, etc.

Subclass Changelog

This list is not comprehensive, and is a work-in-progress.

Ancients

  • Playing into the antimagic theme of the 7th level aura, at 1st level this paladin gets a reaction to a creature casting a spell.
  • Nature's Wrath has been changed so that it's an AOE effect and targets Dexterity specifically.
  • Undying Sentinel now can work with effects that don't deal damage that would kill you.

Crown

  • Duty of the Crown added to allow a reaction to move towards an injured creature.
  • Champion Challenge buffed to be a more effective taunt and control effect.
  • Turn the Tide buffed to heal even if they have more than half their hit points, with a bonus if they're below. The effect also scales.
  • Royal Allegiance changed to allow an opportunity attack from the injured creature.
  • Unyielding Saint changed to be immunity instead.
  • Exalted Champion also includes an AOE buff when you use divine smite.

Devotion

  • Devoted Protector is their 1st-level feature, allowing them to play into being the paladin's paladin of an extra thematic fighting style.
  • Sacred Weapon changed to be a bonus action to make it easier to use, but to compensate, it gives a bonus to damage rolls instead of attack rolls.
  • Aura of Devotion now also affects possession, and creatures that start their turn within the aura have it removed.
  • Purity of Spirit changed from protection from evil and good to shield of faith, as the former was very redundant with your paladin auras already.

Vengeance

  • 1st Level feature is intended to a bit weak, as the subclass as a whole is quite strong, but it's very thematic.
  • Relentless Avenger now really punishes people from moving away from you. As long as you can still get to them with your reaction, you get an additional attack.
24
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.