The Paladin Revised
The Paladin Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Divine Aura, Lay Hands | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
| 3rd | +2 | Divine Health, Sacred Oath feature, Harness Divine Power | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Martial Versatility | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
| 7th | +3 | Sacred Oath Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Martial Versatility | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | Aura Improvements, Aura of Courage | 4 | 3 | 2 | — | — |
| 11th | +4 | Sacred Oath feature, Improved Divine Smite | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement, Martial Versatility | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Sacred Oath Feature, Channel Divinity (x2) | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement, Martial Versatility | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement, Martial Versatility | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Sacred Oath Feature, Greater Divine Smite | 4 | 4 | 3 | 3 | 2 |
Original Source: Player's Handbook
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 skills from Animal
- Handling, Athletics, History, Insight, Intimidation,
- Medicine, Persuasion, and Religion
Equipment
- You start with the following equipment, in addition to the
- equipment granted by your background:
- Chain mail and a Holy Symbol
- (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
Divine Aura
- At 1st level, the presence of strong evil registers on your
- senses like a noxious odor, and powerful good rings like
- heavenly music in your ears. In a 150 foot radius Divine
- Aura around you, if an undead, fiend or celestial creature
- remains in the Divine Aura's area for longer than an hour,
- you become aware of their presence, however you do not
- discern their exact location or numbers, but you learn the
- general direction they are in relation to you.
- At 10th level you can detect such creature faster, and
- creatures of the above types can be detected if within the
- aura for longer than 10 minutes.
- Finally at 18th level, creature who stay within the aura
- for longer than a 1 minute become detected. You must be
- conscious to be able to detect the above creatures types.
Lay on Hands
- 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 x 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.
Fighting Style
- Starting at 2nd level, you adopt a particular 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.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- 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 1d10 + 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.
- 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. You must be wielding a shield.
Spellcasting
- By 2nd level, you have learned to draw on divine magic
- through meditation and prayer to cast spells as a cleric
- does.
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 as a spellcasting focus for your
- paladin spells.
Divine Smite
- Starting at 2nd level, when you hit a creature with a melee
- weapon attack, you can expend one spell slot to deal
- radiant damage to the target, in addition to the weapon's
- damage. The extra damage is 2d8 for a 1st-level spell slot,
- plus 1d8 for each spell level higher than 1st, to a
- maximum of 5d8. The damage increases by 1d8 if the
- target is an undead or a fiend, to a maximum of 6d8.
Divine Health
- By 3rd level, the divine magic flowing through you makes
- you immune to disease.
- In addition, you have advantage on saving throws against
- effects that cause necrotic damage. Attacks against the
- paladin that deal necrotic damage are done so with
- disadvantage.
Sacred Oaths
| Paladin Oath | Original Source |
|---|---|
| Ancients | Player's Handbook |
| Conquest | Xanathar's Guide to Everything |
| Crown | Sword Coast Adventurer's Guide |
| Devotion | Player's Handbook |
| Glory | Tasha's Cauldron of Everything |
| Redemption | Xanathar's Guide to Everything |
| Vengeance | Player's Handbook |
| Watchers | Tasha's Cauldron of Everything |
| Oathbreaker | Dungeon Master's Guide |
- When you reach 3rd level, you swear the oath that binds
- you as a paladin forever. Up to this time you have been in
- a preparatory stage, committed to the path but not yet
- sworn to it. Your choice grants you features at 3rd level
- and again at 7th, 11th, 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.
Channel Divinity
- Your oath allows you to channel divine energy to fuel
- magical effects. 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. You must then finish a short or long rest to
- use your Channel Divinity again.
- Some Channel Divinity effects require saving throws.
- When you use such an effect from this class, the DC
- equals your paladin spell save DC.
- At 15th level, you gain another use of your Channel
- Divinity per short or long rest.
Harness Divine Power
- Also at 3rd level, you can expend a use of your Channel
- Divinity to fuel your spells. As a bonus action, you touch
- your holy symbol, utter a prayer, and regain one
- expended spell slot, the level of which can be no higher
- than half your proficiency bonus (rounded up). The
- number of times you can use this feature is based on the
- level you've reached in this class: 3rd level, once; 7th level,
- twice; and 15th level, thrice. You regain all expended uses
- when you finish a long rest.
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, or you can increase two ability scores of your
- choice by 1. As normal, you can't increase an ability score
- above 20 using this feature.
Martial Versatility
- Whenever you reach a level in this class that grants the
- Ability Score Improvement feature, you can replace a
- fighting style you know with another fighting style
- available to paladins. This replacement represents a shift
- of focus in your martial practice.
Extra Attack
- Beginning at 5th level, you can attack twice, instead of
- once, whenever you take the Attack action on your turn.
Aura of Protection
- Starting at 6th level, 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
- provide this benefit as long as you are not incapacitated.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
- Starting at 10th level, you and friendly creatures within 20
- feet of you can't be frightened while you are not
- incapacitated.
- At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
- By 11th level, 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 melee
- weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
- Beginning at 14th level, at the beginning of your turn, you
- can choose to end one spell on yourself. In addition, you
- can use your 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.
Greater Divine Smite
- At 20th level, your smite reaches its apex in power. The
- damage die for Divine Smite and Improved Divine Smite
- class features become d12's instead of d8's.
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.
- Original Source: Player's Handbook
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path. Your Divine Aura Paladin feature can also detect Fey
- within the Aura's radius, and your Divine Smite feature
- does an additional 1d8 to creatures with the Fey type.
| Paladin level | Spells |
|---|---|
| 3rd | Faerie Fire, Goodberry |
| 5th | Moonbeam, Misty Step |
| 9th | Plant growth, Conjure Animals |
| 13th | Greater Invisibility, Hallucinatory Terrain |
| 17th | Tree Stride, Wrath of Nature |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Nature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare foes. As a bonus action or action, but only once per turn, you can cause spectral vines to spring up in 20 foot square at a point you can see within 30 feet of you. The area becomes difficult terrain for 1 minute. You are unaffected by this terrain, but other creatures in the area when the vines appear must succeed on a Dexterity saving throw or be restrained. A creature restrained by the plants can use its action to make a Strength Check against your Spell save DC. On a success, it frees itself. You may dismiss the difficult terrain and any creatures restrained on subsequent turns with another bonus action, if you so choose.
- 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
- Beginning at 7th level, ancient magic lies so heavily upon
- you that it forms an eldritch ward. While you are not
- incapacitated, before damage is taken, you and friendly
- creatures in your aura within 10 feet of you reduce
- damage equal to half your paladin level (rounded down) +
- your Charisma modifier (minimum 1).
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Aura of Nature
- At 11th level, an aura of Nature around giving you magical
- protections. You and creatures of your choice within 20
- feet of you while you are not incapacitated gain resistance
- to poison damage, can't become diseased, and have
- advantage on saving throws and ability checks against the
- following conditions: Charmed, Grappled,
- Paralyzed, Poisoned and Restrained.
- In addition, when you or an ally within your Aura is
- attacked by a creature that is within 5ft of you
- or the ally being attacked or the enemy creature is also in
- your aura, the attacking enemy creature takes half your
- paladin level (rounded down) + your Charisma Modifier
- (minimum 1) in magical piercing damage, as brambles in
- the area fend off the attackers.
- At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
- Starting at 15th level, when you are reduced to 0 hit
- points and are not killed outright, you can choose to drop
- to 1 hit point instead. Once you use this ability, you can't
- use it again until you finish a short or long rest.
- Additionally, you suffer none of the drawbacks of old age,
- and you can't be aged magically.
- Furthermore, you may use 10 points of your healing
- pool from Lay on Hand to remove 1 level of exhaustion.
Elder Champion
- At 20th level, 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.
- You may activate any Channel Divinity with the same
- bonus action as well. For 1 minute, you gain the following
- benefits:
- At the start of each of your turns, you regain 15 hit points.
- When you take the Attack action, you can cast a paladin spell that has a casting time of 1 action using a bonus action instead.
- Enemy creatures within 30 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, unless you spend a 5th level spell slot or
- higher to do so again.
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.
- Original Source: Xanathar's Guide to Everything
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path.
- When you finish a long rest, choose a type of humanoid
- from the following list: Aaracokra, Aasimar, Bugbear,
- Centaur, Changling, Dragonborn, Dwarves, Elves, Firbolg,
- Fairy, Genasi, Githyanki, Githzerai, Gnomes, Goblins,
- Goliaths, Halfling, Harengon, Hobgoblin, Humans, Kenku,
- Kobolds, Lizardfolk, Minotaurs, Orcs, Satyrs, Shifters,
- Tabaxi, Tieflings, Tortles, Tritons, or Yuan-Ti. Your
- Divine Aura Paladin feature can also detect the chosen
- creature type within the Aura's radius, and your Divine
- Smite feature does an additional 1d8 to the chosen
- creature humanoid subtype.
- You can choose a new type of creature once you have
- defeated a creature of the chosen type or reduced the
- chosen creature subtype to 0 hit points and finish a long
- rest.
| Paladin level | Spells |
|---|---|
| 3rd | Armor of Agathys, Cause Fear |
| 5th | Hold Person, Spiritual Weapon |
| 9th | Bestow Curse, Fear |
| 13th | Dominate Beast, Phantasmal Killer |
| 17th | Hold Monster, Dominate Person |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Conquering Presence: You can use your Channel Divinity to exude a terrifying presence. As a bonus action or action, but only once per turn, 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 +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the attack hits, the attack deals additional radiant damage equal to your Paladin level + your Charisma Modifier (minimum 1).
Aura of Conquest
- Starting at 7th level, you constantly emanate a menacing
- aura while you’re not incapacitated. The aura extends 10
- feet from you in every direction, but not through total
- cover.
- If a creature is frightened of you, its speed is reduced to 0
- while in the aura, and that creature takes psychic damage
- equal to half your paladin level (rounded down) + your
- Charisma modifier (minimum 1) if it starts its turn there.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Scornful Rebuke
- Starting at 11th level, 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 half your paladin level (rounded
- down) + Charisma modifier (minimum of 1) if you’re not
- incapacitated.
Aura of Attrition
- Starting at 15th level, even the most strong willed
- creatures can succumb to fear while they are near. While
- you're not incapacitated, creature within 20 feet of you
- lose immunity to the Frightened condition, instead they
- gain advantage on spells and effects that cause the
- Frightened condition.
- In addition, when you deal damage to a creature with a
- melee attack, the creature must make a Wisdom Saving
- throw against your Paladin Spell save DC, or be
- Frightened of you until the start of your next turn. If the
- creature is already Frightened of you, their next save
- against the Frightened condition gains a penalty to the roll
- equal to your Charisma Modifier (Minimum 1) instead.
- At 18th level, the range of this aura increases to 30 feet.
Invincible Conqueror
- At 20th level, you gain the ability to harness extraordinary
- martial prowess. As a bonus action, you can magically
- become an avatar of conquest. You may activate any
- Channel Divinity with the same bonus action as well. You
- 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.
- Your Divine Smite and Improve Divine Smite feature do an additional 1d12 damage.
- Once you use this feature, you can’t use it again until you
- finish a long rest, unless you spend a 5th level spell slot or
- higher to do so again.
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.
- Original Source: Sword Coast Adventurer's Guide
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path.
- When you finish a long rest, you may designate loyalty to
- a number of creatures other than yourself equal to your
- Proficiency bonus. You know there exact location if they
- are within a number of feet equal to 100 times your
- paladin level.
- In addition, when you deal damage to a creature with
- Divine Smite, you may give 1 of the creatures you have
- designated loyalty to, whose location you know,
- temporary hit points equal to your Charisma modifier +
- 1d8 + 1d8 times the spell slot level used to Divine Smite.
| Paladin level | Spells |
|---|---|
| 3rd | Sanctuary, Compelled Duel |
| 5th | Warding Bond, Calm Emotions |
| 9th | Spirit Guardians, Sending |
| 13th | Banishment, Freedom of Movement |
| 17th | Steel Wind Strike, Rary's Telepathic Bond |
Channel Divinity
- 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. You may also designate 1 protected creature within 30 feet of you that the compelled creatures must ignore, as if they were invisible. On a failed save, a creature can't willingly move more than 30 feet away from you, nor can they interact with your 1 protected creature. This effect ends on the creatures if you are incapacitated or die or if they are more than 30 feet from you at the start of their next turn. The compelled creatures can attack and interact with the protected creature if the protected creature attacks them or causes them to make a saving throw of any kind.
- Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice within 30 feet of you regains hit points equal to your Paladin level + your Charisma modifier (minimum of 1).
Aura of Allegiance
- Starting at 7th level, once per turn while you are not
- incapacitated, when a creature within 10 feet of you
- attacks a creature other than you of your choice within 10
- feet of you, you can compel the target attacking creature
- to attack someone else, their choice (which can include
- you). If their is no other legal targets, and they can't reach
- another target, their attack is wasted.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level. the range of this aura increases to 30 feet.
Aura of the Crown
- Starting at 11th level, while you are not incapacitated,
- once per turn when you or an allied creature within 20
- feet of you hits with a weapon attack against another
- creature within your Aura of the Crown, the attack deals
- extra Radiant damage equal to your Charisma modifier.
- At 18th level, the range of this aura increases to 30 feet.
Unyielding Saint
- Starting at 15th level, at the beginning of your turn, you
- may expend 15 points of your Lay on Hands paladin
- feature (no action required) to recover from the Paralyzed
- or Stunned condition.
- In addition, you gain an additional 3 points of healing
- points per level of paladin for your Lay on Hands feature,
- for a total of 8 points of healing per level of Paladin.
- Furthermore, you may as an action spend 10 hit points of
- Lay on hands healing to remove the Stunned or Paralyzed
- conditions from targets.
Exalted Champion
- At 20th level, your presence on the field of battle is an
- inspiration to those dedicated to your cause. You can use
- a bonus action to gain the following benefits for 1 minute.
- You may activate your Channel Divinity with the same
- bonus action you activate this feature:
- All your Paladin Aura's range double for the duration of this feature. Your auras also continue to have an effect, even if you are incapacitated, but not dead.
- Your Divine Aura now detects creatures after 1 round within the aura.
- You and your allies have resistance to bludgeoning, piercing, and slashing damage while within 60 feet of you.
- You and your allies have advantage on all saving throws while within 60 feet of you.
- Once you use this feature, you can't use it again until you
- finish a long rest, or spend a 5th level spell slot or higher.
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.
- Original Source: Player's Handbook
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path. Your Divine Aura Paladin feature is doubled and
- your Divine Smite feature does an additional 1d8 radiant
- damage to creatures of the fiends and undead subtypes.
| Paladin level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Sanctuary |
| 5th | Lesser Restoration, Spiritual Weapon |
| 9th | Aura of Vitality, Dispel Magic |
| 13th | Freedom of Movement, Sickening Radiance |
| 17th | Dawn, Flamestrike |
Channel Divinity
- When you take this oath at 3rd level, 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 attack 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. This light dispels magical darkness from spells equal to half your Paladin level. If the weapon is not already magical, it becomes magical for the duration. The weapon deals additional radiant damage to fiends and undead equal to your Charisma modifier.
- 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 a bonus 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
- Starting at 7th level, you and friendly creatures within 10
- feet of you can't be charmed while you are not
- incapacitated.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Aura of Vigor
- Starting at 11th level, you and friendly creatures of your
- choice within 20 feet of you gain the maximum amount of
- healing from spells and abilities that roll dice. In
- addition they gain additional healing equal to the level of
- the spell slot used. If you use your Lay on Hands feature
- to heal 10 or more points of damage at once, you may
- add an additional amount of healing equal to your
- Charisma modifier. You may also use your Lay on Hands
- feature on any creature within your Aura of Vigor,
- regardless if they are within 5 ft of you.
- At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
- Beginning at 15th level, you are always under the effects
- of a Shield of Faith spell.
Holy Nimbus
- At 20th level, as a Bonus action, you can emanate an aura
- of sunlight, dispelling all magical darkness where your
- bright light shines. For 1 minute while you are not
- incapacitated, bright light shines from you in a 30-foot
- radius, and dim light shines 30 feet beyond that. You may
- activate your Channel Divinity with the same Bonus
- action as you activate this feature.
- If your Sacred Weapon Channel Divinity is active during the same time, double the amount of Bright light and Dim light.
- Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
- Fiends and undead creatures starting their turn in the bright light gain vulnerability to radiant damage.
- In addition, creatures of your choice within the bright light have disadvantage on saving throws
- You and creatures of your choice within the bright light are under the effect of a Protection from Evil and Good spell while active.
- Once you use this feature, you can't use it again until you
- finish a long rest, unless you spend a 5th level spell slot
- or higher to use again.
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.
- Original Source: Mythic Odysseys of Theros, Tasha's
- Cauldron of Everything
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path. While not incapacitated, when you make Strength
- (Athletics) and Dexterity (Acrobatics) checks you may add
- 1d4 + your Charisma modifier to the check. In addition,
- when you use Divine Smite on a creature, you may
- impose a penalty to their next Strength, Dexterity or
- Constitution ability Check or saving throw they make
- within the next minute equal to your Charisma modifier.
| Paladin level | Spells |
|---|---|
| 3rd | Guiding Bolt, Shield |
| 5th | Enhance Ability, Aid |
| 9th | Haste, Thunder Step |
| 13th | Confusion, Compulsion |
| 17th | Far step, Wall of Stone |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- 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). You also gain a Climbing speed equal to your walking speed and getting up from prone only takes 5 ft of movement for you.
- 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 provide temporary hit points to a number of creatures of your choice equal to your proficiency bonus within 30 feet of you, which can include you. The total number of temporary hit points equals 1d8 + your level in this class. While a creature has these temporary hit points, they can add 1d8 to any attack, saving throw, or ability check roll they make. After doing so, subtract the same number rolled from the temporary hit points, if this reduces the temporary hit points to 0, the creature loses 1 hit die if available, otherwise they take damage to their hit points equal to the difference, and can no longer utilize the 1d8 for d20 rolls.
Aura of Alacrity
- At 7th level, 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 10 feet of you increases by 10 feet until
- the end of that turn.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Glorious Defense
- When you reach 11th level, 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 +1). 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
- proficiency bonus, and you regain all expended uses
- when you finish a long rest.
Aura of Prowess
- At 15th level, while you are not incapacitated, you and
- allies you designate within 20 feet of you are immune to
- the grappled, and restrained conditions. You and allies
- starting their turn in the aura also reduce falling damage
- taken equal to twice your paladin level until the start of
- your next turn.
- At 18th level, the range of the aura increases to 30 feet.
Living Legend
- At 20th level, 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 may activate this feature with the same
- bonus action you activate a Channel Divinity:
- You are blessed with an otherworldly presence, gaining advantage on all ability checks, and your Charisma Score become 24 and your maximum Charisma score is increases by 4 for the duration.
- You are immune to forced movement. Allies within 30 feet may ignore up to 10 feet of forced movement.
- 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 may once per turn, reroll it. You must use this new roll.
- You reduce Bludgeoning, Piercing and Slashing damage taken equal to your half your Paladin level + your Charisma modifier.
- 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.
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.
- Original Source: Xanathar's Guide to Everything
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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path. While not incapacitated, when you make Wisdom
- (Insight) and Charisma (Persuasion) checks you may add
- 1d4 + your Charisma modifier to the check. In addition,
- when you use Divine Smite on a creature, you may
- impose a penalty to their next Intelligence, Wisdom, or
- Charisma saving throw or ability check they make
- within the next minute equal to your Charisma modifier.
| Paladin level | Spells |
|---|---|
| 3rd | Sanctuary, Armor of Agathys |
| 5th | Calm Emotions, Hold Person |
| 9th | Counterspell, Hypnotic Pattern |
| 13th | Otiluke's Resilient Sphere, MordenKainen's Faithful Hound |
| 17th | Hold Monster, Wall of Force |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Emissary of Peace: As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks; when you roll an 9 or lower on a Wisdom or Charisma check, you may treat the roll as if it were a 10. You are Immune to Charm effects for the duration, and become aware of creature who attempt to use enchantment magic on you.
- 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 the damage it just dealt + your Charisma Modifier. On a successful save, it takes half as much damage.
Aura of the Guardian
- Starting at 7th level, you can shield your allies from harm
- at the cost of your own health. When a creature within 10
- feet of you takes damage, you may once per turn,
- magically take 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 except by your Aura of Peace feature.
- Additionally, you gain a bonus to Concentration saving
- throws equal to your Charisma modifier.
- At 10th level, the range of this aura increases to 20 feet.
- At 18th level, the range of this aura increases to 30 feet.
Aura of Peace
- Starting at 11th level, you protect the non-violent, a non-
- violent creature doesn't attack or use abilities on other
- creatures that require a save, excluding this feature
- and your Rebuke the Violent feature. If a non-violent
- creature of your choice within 20 feet of you is targeted
- with an attack the attacking creature must make a
- Wisdom saving throw versus your Paladin spell save DC or
- must choose another target. Additionally, a non-violent
- creature of your choice reduces damage taken from
- attacks by half and if non-violent creatures of your choice
- makes a saving throw, and deals half damage on a
- success, they take no damage instead.
- At 18th level, the range of this aura increases to 30 feet.
Protective Spirit
- Starting at 15th level, a holy presence mends your
- wounds in combat. You regain hit points equal to 1d10 +
- 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.
Martyr of Redemption
- At 20th level, you become an avatar of peace. As a Bonus
- action you can use this feature to give you the following
- benefits for 1 minute.
- You may activate your Rebuke the Violence Channel Divinity once per turn, without using a reaction, and without using a Channel Divinity use. On a failed save, attacking creatures take additional damage equal to your paladin level and half as much on a success.
- You are not limited to once per turn, when using your Aura of the Guardian feature.
- Your current and maximum hit points increase by 40
- Your Protective Spirit is no longer limited to healing you if you are below half hit points at the end of your turn. Healing still occurs at the end of your turn.
- Once during this feature, if you fall to 0 hit points, a number of creatures of your choice within 30 feet of you equal to your Charisma modifier regain upto half their hit points, magically inspired by your devotion and sacrifice.
- Once you use this feature you can't use it again until you
- finish a long rest or spend a 5th level spell slot or higher
- to use it again.
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.
- Original Source: Player's Handbook
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. 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.
- 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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path. While not incapacitated, when you make Wisdom
- (Insight) and Charisma (Intimidation) checks you may add
- 1d4 + your Charisma modifier to the check. In addition,
- when you use Divine Smite on a creature, that creature
- takes radiant damage equal to your Charisma modifier
- each time it attacks before the start of your next turn.
| Paladin level | Spells |
|---|---|
| 3rd | Bane, Hunter's Mark |
| 5th | Hold Person, Misty Step |
| 9th | Haste, Bestow Curse |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Far step |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Abjure Enemy: As a bonus action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose a creature of your choice within 60 feet of you that you can see. That creatures 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 from you or your allies. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. When you or an ally deals damage to a creature who failed their save, they automatically at the start of their turn make their save versus this feature and suffer its penalties.
- On a successful save, the creature's speed is halved for 1 minute.
- Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 30 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature until it drops to 0 hit points or you take a short rest. You may only have 1 Vow of Enmity active at a time. If you use this again while another Vow is in effect, the 2nd one fails.
Aura of Vengeance
- By 7th level, your supernatural focus on exacting
- revenge grows out from you, infecting your allies with
- vengeance as well. While you are not incapacitated, when
- a creature of your choice within 10 feet of you is hit with a
- melee attack, that creature may use their reaction to
- make an opportunity attack with a melee weapon against
- that attacking foe. If the foe is not in range, the creature
- may move up to half its movement without provoking
- Opportunity Attacks to reach that foe.
- Furthermore, When you make Opportunity attacks
- against creatures, that creature takes extra damage
- equal to your paladin level.
- At 10th level, the range of this aura increases to 20 ft.
- At 18th level, the range of this aura increases to 30 ft.
Avenging Aura
- At 11th level, your focus is now driven to not only exacting
- revenge, but purging the wicked from which they came.
- While you are not incapacitated, once per turn, when a
- creature of your choice within 20 feet of you reduces
- another creature to 0 hit points with a melee attack, the
- creature of your choice may make an additional melee
- attack against another creature as part of the same
- attack, potentially moving up to half it's movement to
- reach that additional target. This movement does not
- provoke Opportunity Attacks.
- Furthermore, When you reduce a creature to 0 hit points
- with a melee attack, you gain temporary hit points equal
- to your Paladin level.
Soul of Vengeance
- Starting at 15th level, 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 a melee attack, against you you may use
- your Aura of Vengeance without using your reaction, but
- only once per turn.
- Furthermore, once per a channel divinity, when you
- would reduce a creature to 0 hit points that you
- designated with your Vow of Enmity, and you use your
- Avenging Aura to make an additional melee attack, you
- may mark the new target with your Vow of Emnity right
- before the attack.
Avenging Angel
- At 20th level, you can assume the form of an angelic
- avenger. Wings sprout from your back and grant you a
- flying speed of 30 feet with hover. Using your bonus
- action, you undergo a transformation. For 1 minute, you
- gain the following benefits:
- You emanate an aura of menace with each blow. The first time you hit an enemy creature with a melee weapon attack on a turn, they become frightened of you until the start of your next turn. Your attack rolls against a frightened creatures have advantage.
- While in this form, you may take the Attack action with Opportunity attack reactions.
- Your Soul of Vengeance is no longer limited to the number of times you may transfer your Vow of Enmity
- Once during the use of this feature, if you would be dropped to 0 hit points in this form, you may before you drop to 0 hit points take an additional turn immediately interrupting the creature that dropped you to 0 hit points. If you still have 0 hit points by the end of this turn, you go unconscious
- Once you use this feature, you can't use it again until you
- finish a long rest or spend a 5th level spell slot or higher
- to use it again.
Oath of the Watcher
- 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.
- Original Source: Tasha's Cauldron of Everything
Tenets of the Watcher
- 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.
Oath Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path.
- When you finish a long rest, choose a creature type from
- the following list: Aberrations, Elemental, Fey, and
- Celestial. Until you finish another long rest, your Divine
- Aura can detect the chosen creature archetypes in
- addition the the normal ones from the feature.
- Additionally, if one of those creature types designated by
- your Divine Aura teleports either away from or into your
- Divine Aura radius, you immediately get a ping of the
- general distance and location they are with respect to
- you.
- Furthermore, your Divine Strikes deal additional 1d8
- radiant damage to the chosen archetypes. You may
- change this additional damage and the damage of Divine
- Smites to Force damage, your choice.
| Paladin level | Spells |
|---|---|
| 3rd | Alarm, Detect Magic |
| 5th | Moonbeam, See Invisibility |
| 9th | Counterspell, Nondetection |
| 13th | Banishment, Divination |
| 17th | Hold Monster, Scrying |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Watcher's Will: You can use your Channel Divinity to invest your presence with the warding power of your faith. As a bonus 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
- At 7th level, you emit an aura of alertness while you aren't
- incapacitated. When you and any creatures of your choice
- within 10 feet of you roll initiative, you all gain a bonus to
- initiative equal to your proficiency bonus.
- Furthermore, you and any creature of your choice with 10
- feet cannot be surprised while you are not incapacitated.
- At 10th level, the range of this aura increases to 20 ft.
- At 18th level, the range of this aura increases to 30 ft.
Vigilant Rebuke
- At 11th level, 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 2d8 +
- your Paladin level in force damage to the creature that
- forced the saving throw.
Aura of Extraplanar Diligence
- At 15th level, while you are not incapacitated, creatures of
- your choice within 20 feet of you are under the effects of
- a Protection from Evil and Good spell, no concentration
- required. If a creature attempts to make you make a save
- against a condition you are immune to the effect of by the
- Protection from Evil and Good spell, that is considered
- succeeding on a saving throw for the purposes of Vigilant
- Rebuke.
- In addition, you and creatures of your choice within 20
- feet may once per turn add 1d8 force damage with spells
- and attacks against creature types designated in the
- Protection from Evil and Good spell.
- At 18th level, the range of this aura increases to 30 ft.
Mortal Bulwark
- At 20th level, 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 and allies within 30 feet of you gain Truesight with a range of 120 feet for the duration of this feature.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, fiends and undead.
- 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.
- As a bonus action on each of your turns, you may designate an abberation, celestial, elemental, fey, fiend, or undead creature and give it vulnerability to the next instance of damage.
- 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.
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.
- Original Source: Dungeon Master's Guide
Oathbreaker Magic
- You gain Oath spells at the listed Paladin levels. Some of
- your paladin features are also augmented by your chosen
- path.
- When you a new undead or fiend enters the radius of
- your Divine Aura, you are instantly notified to their
- presence, and you may choose to notify them of yours.
- When you Divine Smite, you may choose to do necrotic
- damage instead of Radiant damage instead. You do extra
- 1d8 necrotic damage with your Divine Smite to all
- creatures other than Fiends and Undead instead.
- Additionally, when you reduce a creature to 0 hit points
- with a Divine Smite, they immediately raise from the dead
- after 1 minute under your control as an undead zombie
- or skeleton. They stay under your control for a number of
- days equal to your Paladin level, and then they instantly
- perish. Ask your DM for statistics of the zombie in the
- Monster Manual.
- Zombies you create with this feature have temporary hit
- points equal to twice your paladin level. They take
- their turn immediately after yours.
| Paladin level | Spells |
|---|---|
| 3rd | Hellish Rebuke, Inflict Wounds |
| 5th | Darkness, Tasha's Mind Whip |
| 9th | Animate Dead, Fear |
| 13th | Confusion, Phantasmal Killer |
| 17th | Dominate Person, Danse Macabre |
Channel Divinity
- When you take this oath at 3rd level, you gain the
- following two Channel Divinity options.
- Dreadful Obediance: As a bonus action, you target a number of undead or fiendish creatures you can see within 30 feet of you equal to your Charisma modifier. The targets 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 or fiends whose challenge rating is equal to or greater than your paladin level is immune to this effect. If the creature was summoned by a spell, the spells duration is extended to 24 hours, but follow your orders if you weren't the original caster.
- Dreadful Aspect: As a bonus 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 at the end of it's turn.
Aura of Hate
- Starting at 7th level you, while you are not incapacitated,
- as well any fiends and undead of your choice within 10
- feet of you, 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.
- In addition, fiends and undead of your choice within 10
- feet of you gain a bonus to their attack rolls equal to your
- Charisma modifier.
- At 10th level, the range of this aura increases to 20 ft.
- At 18th level, the range of this aura increases to 30 ft.
Supernatural Resistance
- At 11th level, you gain resistance to bludgeoning, piercing,
- slashing and poison damage.
- In addition, when you finish a long rest, you may choose
- one of the following damage types to gain resistance until
- finish another long rest: Cold, Fire, Necrotic, or Psychic.
Unhallowed Aura
- At 15th level, while your are not incapacitated, you and
- any fiends and undead of your choice within 20 feet of
- you gain a bonus to AC equal to your Charisma modifier.
- A creature can benefit from this feature from only one
- paladin at a time.
- In addition, when a fiend or undead in your Unhallowed
- Aura is reduced to 0 hit points, you regain a number of hit
- points equal to 2d8 + Charisma modifier.
- At 18th level, the range of this aura increases to 30 ft.
Dread Lord
- At 20th level, 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 reduce any 30-foot radius around you dim light.
- Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage.
- 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.
- As a bonus action on each of your turns to cause the shadows in the aura to attack one creature. Make a melee spell attack against a target creature. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
- 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.
Changelog
Base Paladin
- Added the following skills to the base paladin choices: Animal Handling and History.
- Changed name of Divine Sense into Divine Aura
- Changed functionality of Divine Sense (Divine Aura)
- Also an Aura, triggers after a set amount of time creatures of certain types are within aura.
- Aura stays and remains at 150 feet of you, ignoring cover.
- Undead, Fiends, and Celestials in your Aura give you pinged signals if they stay in your Divine Aura for 1 hour or more.
- Aura Improves at 10 and 18th level, but it is reduced duration of creatures within the aura before you get a ping from them that improves, to 10 minutes at 10th and 1 minute at 18th level.
- Does not give exact location or numbers of creatures, but gives general direction they/it are at with respect to you.
- Must be conscious for this Aura to work and be active.
- Added Divine Health functionality:
- Gain advantage on saving throws and enemies have disadvantage on attack rolls made against you if they are trying to do necrotic damage to you.
- Changed Oath of Courage radius to reflect Aura Improvements baseline, as they both are level 10.
- Added Aura Improvements at 10th level. This affects Divine Aura, Aura of Protection, Aura of Courage, and the Subclass Aura gained at 7th level. Any other Aura's granted by your subclass will also benefit from this.
- Added Sacred Oath feature at 11th level
- Changed Cleansing Touch to work on yourself at the beginning of your turn without using any actions.
Oath of the Ancients
- Changed name of Oath spells to Oath Magic
- Added Functionality to Oath Magic: Deal additional damage to fey creatures, and can detect fey creatures with Divine Aura Paladin feature.
- Changed the following Oath of the Ancient Spells: Swapped out Ensnaring Strike and Speak with Animals with Faerie Fire and Goodberry. Changed Protection from Energy to Conjure Animals. Changed Ice Storm, and Stoneskin to be Greater Invisibility and Hallucinatory Terrain. Changed Commune with Nature to be Wrath of Nature.
- Changed Nature's Wrath Channel Divinity to be similar to Entangle with the following changes:
- Activate with a bonus action or action, but once per turn.
- Doesn't require concentration
- Range is a point within 30 feet of you but still effects a 20 foot square
- Can make a Strength (Athletics) Check on subsequent round as an action to get out.
- Dexterity Save to avoid initially.
- Added Difficult terrain in Area of effect for 1 minute.
- Can be dismissed also with a bonus action.
- Changed Aura of Warding, No longer gives resistances to spells. Instead reduces baseline all damage taken equal to half Paladin level + Charisma modifier while in aura, Aura increases to 20 feet at 10, and then to 30 feet at 18th.
- Added Aura of Nature at 11th level:
- Very similar to Aura of Purity, but doesn't help against Frightened (as you should already be immune due to Aura of Courage at 10th level...) and Stunned, added grappled and restrained
- Range starts at 20 feet, improves to 30 feet at 18th level.
- Aura does damage back to attack creatures
- Changed Undying Sentinel to be usable once every short or long rest instead of just long rests.
- Added Functionality to Undying Sentinel to remove levels of Exhaustion with 10 healing points from Lay on Hands Paladin feature.
- Changed Mortal Bulwark in the following ways:
- Changed to a bonus action to activate instead of an action
- Changed wording on 2nd bullet points: When you take the attack action, you may cast a 1 action paladin spell as a bonus action.
- Changed range of enemy creatures to have disadvantage be within 30 feet of you for your paladin spells and Channel Divinity features, instead of 10 feet.
- Added can spend a 5th level spell slot or higher to use this feature again
Oath of Conquest
- Changed Name of Oath spells to Oath Magic.
- Added Functionality to Oath Magic: Choose a Humanoid subtype of creature when you finish long rest, your Divine Aura can detect the chosen types and Divine Smites deal more damage to the chosen type. Can choose a new type once you defeat a creature of chosen type and finish a long rest.
- Changed Oath of Conquest spells: Swapped out Command for Cause Fear. Swapped out Stoneskin for Phanstasmal Killer, Swapped out Cloudkill with Hold Monster.
- Changed Conquering Presence Channel Divinity to be a bonus action or action, but once per turn.
- Changed Guided Strikes to only give +5 to hit, but add Paladin level + Charisma modifier to damage if hit when used.
- Changed Aura of Conquest: Add half Paladin level + Charisma Modifier to psychic damage if someone starts turn frightened in your aura.
- Swapped 15th level and 11th level feature, Scornful Rebuke now is 11th level.
- Changed Scornful Rebuke, now does half your paladin level + your Charisma modifier psychic damage to creatures that hit you with an attack.
- Added 15th level feature "Aura of Attrition"
- Removes Frightened condition immunities within aura, instead they gain advantage.
- Dealing damage with melee attacks causes Wisdom save or be frightened until start of your next turn, if already frightened, they have penalty on next save against the frightened condition equal to the Paladin's Charisma Modifier instead.
- Range increases to 30 feet at 18th level.
- Changed Invincible Conquerer to be a bonus action to activate.
- Added/Changed activation of Channel Divinity and Invicible Conquerer with the same Bonus action.
- Added can spend a 5th level spell slot or higher to use this feature again
Oath of the Crown
- Changed Oath Spells to Oath Magic
- Added Functionality to Oath Magic:
- Can designate Loyalty a number of creatures equal to your proficiency bonus, knowing their exact location if they are within a very large range radius of you.
- Can give 1 creature designated Loyalty temporary hit points when you use Divine Smite, as long as you know their exact location from the above feature.
- May teleport to a Loyalty member on the same plane once per long rest as a minute casting. At 10th can do so as an action. At 18th can do as a bonus action, and can do twice per long rest.
- Changed the following Oath of the Crown Spells: Swapped Command for Sanctuary, Swapped out Zone of Truth for Calm Emotions, Swapped out Aura of Vitality with Sending, Swapped out Guardian of Faith with Freedom of Movement, Swapped out Circle of Power and Geas for Steel Wind Strike and Rary's Telepathic Bond.
- Changed Champion Challenge Channel Divinity:
- Added you may designate 1 protected creature within 30 feet that the compelled creatures must ignore if they fail their Wisdom saving throw.
- Changed wording to be more than 30 feet from you at the start of their next turn.
- Added the 1 protected creature end the effect on compelled creatures if they attack it or cause it to make a saving throw.
- Changed Turn the Tide Channel Divinity:
- Changed number of hit points given to be equal to your paladin level + your Charisma modifier.
- Removed the clause that "if it has no more than half of its hit points"
- Changed Name of Divine Allegiance to "Aura of Allegiance"
- Changed Functionality of "Aura of Allegiance"
- Now can once per turn cause attacks within your aura's range against creatures within your aura's range to be forced to target another creature of their choice.
- Causes the attacking creature to waste their action if they can't make a legal attack against a creature.
- Added Feature "Aura of the Crown"
- Gives extra radiant damage to allies' weapon attacks within range of the aura against enemies within the aura.
- Added Range increases at 18th level to 30 feet.
- Added Functionality to Unyielding Saint
- Allows you to use Lay on hands pool to cure self at the start of your turn from the Stunned and Paralyzed conditions instead of advantage against those conditions.
- Gain additional bonus 3 point pool per paladin level to your Lay on Hands feature.
- You can use Lay on Hands on any creature within your Aura of Allegiance radius.
- Added can use points of healing to remove the Paralyzed and Stunned condition from targets.
- Changed Functionality of "Exalted Champion" feature:
- Made bonus action to activate.
- Reduced duration to 1 minute from 1 hour.
- Extended the resistance to bludgeoning, Piercing and Slashing damage to you and your allies; removed the stipulation that it must be from non magical weapons. Increased range of this feature out to 60 feet.
- Removed Advantage to death saving throws.
- Removed Advantage to Wisdom Saving throws.
- Added range of all paladin auras is doubled.
- Added Divine Sense now works after 1 round (for detecting creature types)
- Added you and your Allies have advantage on all saving throws while within 60 ft.
Oath of Devotion
- Changed name of Oath Spells to Oath Magic.
- Added functionality to Oath Magic: Divine Aura range is doubled, and Divine Smite does even more damage to Fiends and Undead.
- Changed Oath of Devotion spells: Swapped Zone of Truth for Spiritual Weapon, Swapped Beacon of Hope for Aura of Vitality, Swapped Guardian of Faith with Sickening Radiance, Swapped Commune with Dawn.
- Changed Sacred Weapon Channel Divinity:
- Changed from action to Bonus action.
- Added dispels magical darkness made from spells equal to half your paladin level.
- Added Charisma modifier radiant damage against fiends and undead.
- Changed wording on Aura of Devotion (changed player handbook subclasses to update wording) mentions being incapacitated instead of being conscious.
- Added Aura of Devotion range increase at 10th level.
- Added Aura of Vigor:
- Maximized healing of spells, add spell level to the amount of healing.
- Added additional healing when using a significant amount of Lay on Hands.
- Can use Lay on Hands at range within the Aura of Vigor
- Range increases at 18th level to 30 feet.
- Changed Purity of Spirit to be under effect of a Shield of Faith spell instead of Protection from Evil and Good.
- Changed Holy Nimbus in the following ways:
- Added can activate as a bonus action, as well as activate with same bonus action as a Channel Divinity use.
- Doubles amount of bright light if using Sacred weapon Channel Divinity at the same time.
- Added Fiends and Undead creatures starting their turn in the bright light gain vulnerability to Radiant damage
- Added creatures of your choice gain disadvantage on saving throws while in the bright light.
- Added You and creatures of your choice in the bright light are under the effect of a Protection from Evil and Good spell while active.
- Removed having advantage on saving throws against spells cast by fiends and undead.
- Added can use again if you spend a 5th level spell slots or higher to do so again.
Oath of Glory
- Changed name of Oath spells to Oath Magic
- Added Functionality to Oath Magic
- While not incapacitated, can add 1d4 + your Charisma modifier to Strength (Athletics) and Dexterity (Acrobatics) checks. Also When you Divine Smite a creature, you may impose a penalty for 1 minute on the creature's next Strength, Dexterity, or Constitution check or saving throw equal to your Charisma modifier.
- Changed Oath Magic: Swapped Heroism with Shield, Swapped Magic Weapon with Aid, Swapped Protection from Energy with Thunder Step, Swapped Freedom of Movement with Confusion, Replaced Commune and Flamestrike with Farstep and Wall of Stone.
- Added to Peerless Athlete Channel Divinity:
- Added Climbing speed equal to your walking speed, and added can get up from prone using only 5ft of movement.
- Changed Functionality of Inspiring Smite:
- Changed can choose a number of creature of your choice, including you to gain this benefit.
- Removed distributing these temporary hit points to creatures chosen.
- Added can roll a 1d8 and add it to ability checks, saving throws, and attack rolls as long as you have these temporary hit points. After doing so, reduce the temporary hit points by the same amount rolled on the 1d8. If this reduces the temporary hit points to 0 or less, the creature expend 1 hit die if available or takes the difference in damage from over exerting themselves.
- Changed number of Temporary hit points given to be 1d8 + paladin level instead of 2d8 + paladin level.
- Moved Glorious Defense to 11th level.
- Changed the number of times you can use this feature per long rest be equal to your proficiency bonus instead of Charisma modifier.
- Added feature "Aura of Prowess" at 15th level.
- While you are not incapacitated, you and allies within the aura gain immunity to the grappled and restrained conditions. You and Allies starting their turn in your aura also reduce falling damage taken equal to twice your paladin level until the start of your next turn.
- Changed Functionality of Living Legend:
- Can use this feature with the same bonus action as using a channel divinity.
- Removed gaining advantage on all Charisma checks.
- Changed "If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll" to "If you fail a saving throw, you may once per turn, reroll it. You must use this new roll".
- Added you gain advantage on all ability checks, and your Charisma score and maximum becomes 24 for the duration.
- Added you reduce Bludgeoning, Piercing, and Slashing damage taken equal to half paladin level + Charisma modifier.
- Special note, this level 20 feature already had you can use it again if you spend a 5th level spell slot to use it again, did not know about that when making mine, nice to see someone else had that same idea. :) )
Oath of Redemption
- Changed name of Oath Spells to Oath Magic
- Added functionality to Oath Magic:
- While not incapacitated, can add 1d4 + your Charisma modifier to Strength (Athletics) and Dexterity (Acrobatics) checks. Also When you Divine Smite a creature, you may impose a penalty for 1 minute on the creature's next Intelligence, Wisdom, or Charisma check or saving throw equal to your Charisma Modifier.
- Changed Oath Magic: Swapped Sleep with Armor of Agathys, Swapped Stoneskin with Modenkainen's Faithful Found
- Changed Emissary of Peace:
- Removed +5 bonus to Charisma (Persuasion) checks.
- Added Advantage on Wisdom (Insight) and Charisma (Persuasion) checks for 10 minutes.
- Added when rolling a Wisdom or Charisma check, you may treat a roll of 9 or lower to be a 10 instead.
- Added you are Immune to Charm effects for the duration, and are aware of creatures who attempt to use enchant magic on you.
- Changed Rebuke the Violent:
- Added add you Charisma Modifier to the damage dealt back from Attackers
- Changed Aura of the Guardian:
- Removed reaction needed to use this feature, Added once per turn.
- Added you have a bonus to Concentration checks equal to your Charisma modifier.
- Added can't reduce damage except by your Aura of Peace feature (See 11th level feature)
- Added at 10th level range of this aura increases to 20 feet.
- Added feature "Aura of Peace" at 11th level:
- Reduces damage taken to you and your allies who remain non-violent (Defined as someone who hasn't attacked anyone in combat nor use an ability on a creature that requires a save, excluding your Aura of Peace and your Rebuke the Violent feature)
- Creatures trying to target non-violent creatures of your choice with an attack must make Wisdom saving throw or target another creature.
- Changed Protective Spirit to heal 1d10 + half your Paladin level in hit points instead of 1d6 + half your paladin level.
- Completely Changed Emissary of Redemptions, now named "Martyr of Redemption"
- Changed: Now is a bonus action to activate and lasts for 1 minute.
- Removed: Resistance to all damage
- Removed: Creatures damaging you take radiant damage equal to half the amount it dealt to you.
- Added: can use Rebuke the Violence once per turn, without using a reaction and without using a Channel Divinity use for the duration. Also added now add your Paladin level to dealt dealt on a failed save and half as much on a success.
- Added: your Aura of the Guardian feature is no longer limited to once per turn.
- Added: Increases your Current and Maximum hit points for the duration by 40
- Added Protective Spirit no longer requires you to be below half your maximum hit points to kick in
- Added Once during the duration of this feature, if you would drop to 0 hit points, Charisma modifier number of creature within 30 feet of oyu regain up to half their maximum hit points
- Added Can use this feature once per long rest, or if using a spell slot of 5th level or higher to use it again.
Oath of Vengeance
- Changed Oath spells to Oath Magic
- Added functionality to Oath Magic:
- Add 1d4 + Charisma modifier to Wisdom (Insight) and Charisma (Intimidation) checks. When you Divine Smite a creature, until the start of your next turn, whenever that creature attacks, they take damage equal to your Charisma modifier.
- Changed Oath Magic: Swapped out Protection from Energy with Bestow Curse, Swapped out Scrying with Farstep.
- Changed Abjure Enemy Channel Divinity:
- Changed to a bonus action to activate
- Change stipulation of on a failed save, taking Any damage to taking damage from you or your allies.
- Changed on a Successful save, creature movement is halved for 1 minute. Nothing stops this from happening.
- Changed stipulation of On a failed save, but who has been damage by you or an ally, they automatically succeed on their save at the start of their next turn, but suffer the penalties of a successful save.
- Changed Vow of Enmity:
- Changed the range of Vow of Emnity to 30 feet instead of 10 feet
- Changed the duration to be until the creature is dropped to 0 hit points, or you take a short rest.
- Added stipulation of 1 Vow of Enmity active at a time, and using it a 2nd time, the 2nd time fails.
- Replaced "Relentless Avenger" feature at 7th level with "Aura of Vengeance":
- Allows you and allies you choose within range to make melee attacks as reactions against creature who hit you or your allies with melee attacks. May move up to half movement speed and without provoking Opportunity attacks to make additional reaction melee attack.
- Additionally you deal additional damage on opportunity attacks equal to your paladin level.
- Upgrades: Range increases at level 10 to 20 feet.
- Upgrades: Range increases at level 18 to 30 feet.
- Added new feature "Avenging Aura" at 11th level.
- Allows you and creature you designate when they reduce a creature to 0 hit points with a melee attack to make another melee attack against another creature, allowing movement up to half the attack creatures movement without provoking opportunity attacks.
- Additionally, you gain temporary hit points when you reduce a creature to 0 hit points with a melee attack equal to your paladin level.
- Changed Soul of Vengeance at 15th level to the following:
- If your target of your Vow of Enmity attacks you, you may use your Aura of Vengeneance once per turn without using a reaction to make an Opportunity attack.
- Furthermore, once per Vow of Enmity Channel Divinity, if you reduce your Vow of Enmity target to 0 hit points, you may as part of the same attack to utilize your Avenging Aura, swap your Vow of Enmity to the new target right before the attack.
- Changed Avenging Angel feature at 20th level in the following ways:
- Baseline flight with hover at 30 instead of 60 feet, no duration limit.
- Changed to Bonus action to activate feature, and lasts for 1 minute.
- Firt time you hit with a melee attack on a turn, the creature hit is frightened of you until the start of your next turn. Attacks against frightened creatures still done so with advantage.
- While in this form, you may take the attack action with Opportunity attack reactions.
- Your Soul of Vengeance feature that allows you to transfer to your Vow of Emnity is no longer limited during this duration.
- Once during the use of this feature, when you would be dropped to 0 hit points in this form, you may before you drop to 0 hit points, immediately take an additional turn. If still at 0 hit points at the end of this extra turn, you go unconscious.
- Added Once you use this feature can't use again until you finish a long rest or spend a 5th level spell slot or higher to use it again.
Oath of the Watcher
- Changed Oath Spells to Oath Magic
- Added to Oath Magic:
- After finishing a long rest, can choose one creature type of your choice from Aberrations, Elementals, Fey, and Celestials. Your Divine Aura can detect this additional creature type, and if any of those creature types teleports in or out of the Divine Aura area, you are made aware of this.
- Changed Divine Smite does additional 1d8 radiant damage to the chosen type, and you may change the damage of this and Divine Smites damage type to Force instead of Radiant.
- Changed Watcher's Will Channel Divinity in the following ways: Changed from an action to a bonus action to activate.
- Changed Abjure the Extraplanar Channel Divinity in the following ways: Changed from an action to a bonus action to activate.
- Changed Aura of the Sentinel 7th level feature in the following ways:
- Added you and creatures of your choice within range cannot be surprised while you are not incapacitated.
- Added at 10th level, range of the aura increases to 20 feet.
- Changed the level of Vigilant Rebuke to 11th level:
- Changed damage to be 2d8 + your Paladin level, instead of 2d8 + your Charisma modifier.
- Added feature at 15th level "Aura of Extraplanar Diligence"
- You and creatures of your choice gain benefit of a Protection from Evil and Good spell, as well as can once per turn do extra force damage to the creature types designated under the Protection form Evil and Good spell.
- Range of the Aura increases to 30 feet at 18th level.
- Changed Mortal Bulwark 20th level feature in the following ways:
- Added undead to the group of creature you gain advantage on attack rolls against
- Added you and allies within 30 feet of you gain true sight for the duration of the feature.
- Added as a bonus action on each of your turns, you may make one creature of the creature types mentioned in this feature vulnerable to the next instance of damage.
Oathbreaker
- Changed name of Oath Spells to Oathbreaker Magic:
- Changed Oathbreaker Magic spells: Swapped Crown of Madness with Tasha's Mind Whip, Swapped out Bestow Curse with Fear, Swapped out Blight with Phantasmal Killer, Swapped out Contagion with Danse Macabre.
- Added to Oathbreaker Magic:
- Divine Smite can do Necrotic damage instead of Radiant, and you do 1d8 extra Necrotic damage to all creatures other than Undead and Fiends.
- Additionally, when you reduce a creature to 0 hit points with a Divine Smite, they raise as a zombie 1 minute later, and stay under your control for a number of days equal to your Paladin level. Undead created with this feature have a number of temporary hit points equal to twice your paladin level. They take their turn immediately after your turn on your initiative.
- Undead and Fiends entering the area immediate notify your Divine Aura of their presence, and you may reciprocate and let me know of your presence if you so choose.
- Changed name of Control Undead Channel Divinity to "Dreadul Obediance"
- Changed to be a bonus action instead of an action.
- Changed to be able to affect fiends as well as undead in range.
- Changed from 1 target creature to a number of creatures in range equal to your Charisma modifier
- Added if creature was summoned with a spell, this feature extends the duration of that spell to 24 hours, but follows your order if you weren't the original caster.
- Changed Dreadful Aspect Channel Divinity:
- Chansed to be a bonus action instead of an action.
- Added they can make an additional save at the end of their turn once they are more than 30 feet away from you, instead of instantly.
- Changed Aura of Hate in the following ways:
- Added words "any fiends and undead of your choice" within 10 feet, so you aren't helping potentially unfriendly undead and fiends.
- Added Fiend and undead of your choice within 10 feet also gain a bonus to their attack rolls equal to your Charisma modifier.
- Added range of this aura increases to 20 feet at 10th level.
- Changed Supernatural Resistance: Moved to 11th level.
- Removed stipulation that the Bludgeoning, Piercing and Slashing damage resistance was from only non-magical attack.
- Added Poison resistance
- Added 1 additional resistance of your choice when you finish a long rest from the following list: Cold, Fire, Necrotic, Psychic.
- Added Unhallowed Aura feature at 15th
- While not Incapacitated, you and fiends and undead of your choice within 20 feet of you gain a bonus to AC equal to your Charisma modifier. A creature can benefit from this feature from only one paladin at a time.
- In addition, when a fiend or undead creature dies within range of this aura, you regain a number of hit points equal to 2d8 + Charisma modifier.
- Range of this Aura increases to 30 feet at 18th level.
- Changed Dread Lord in the following ways:
- Made it into a bonus action instead of an action
- Changed can use this feature again if you spend a 5th level spell slot to use it again.