Paladin

by Baelrog

Search GM Binder Visit User Profile

The Paladin

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

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

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

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

Class Features

As a paladin, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

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

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 five times your paladin level.

As a Magic 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.

In addition, you can expend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.

This feature has no effect on Undead and Constructs.

Spellcasting

You have learned to draw on divine magic through prayer, meditation and devotion. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier

  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

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

Inspired by the Treantmonk Paladin Variant
The Paladin
Level Proficiency Bonus Class Features Channel
Divinity
Cantrips 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting 2
2nd +2 Fighting Style, Divine Smite 2 2
3rd +2 Channel Divinity, Sacred Oath 2 2 3
4th +2 Feat 2 2 3
5th +3 Devotion, Extra Attack 3 2 4 2
6th +3 Sacred Oath Feature 3 2 4 2
7th +3 Aura of Protection 4 2 4 3
8th +3 Feat 4 2 4 3
9th +4 Aura of Courage 4 2 4 3 2
10th +4 Sacred Oath Feature 4 3 4 3 2
11th +4 Divine Judgement 4 3 4 3 3
12th +4 Feat 4 3 4 3 3
13th +5 Abjure Foes 4 3 4 3 3 1
14th +5 Sacred Oath Feature 4 3 4 3 3 1
15th +5 Restoring Touch 4 3 4 3 3 2
16th +5 Feat 4 3 4 3 3 2
17th +6 Divine Conduit 4 3 4 3 3 3 1
18th +6 Sacred Oath Feature 4 3 4 3 3 3 1
19th +6 Feat 4 3 4 3 3 3 2
20th +6 Embodiment of Divinity 4 3 4 3 3 3 2

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once.

Armored Fighter

  • You gain a subfeature from the Light & Medium Armor Mastery feat, or the Heavy Armor Mastery feat.

Duelist

  • You gain a named subfeature of your choice from the One-Handed Weapon Mastery Feat.

Great Weapon Fighter

  • You gain a named subfeature of your choice from the Great Weapon Mastery Feat.

Shield Fighter

  • You gain a named subfeature of your choice from the Shield Mastery Feat.

Versatile Combatant

  • Versatile weapons you wield have their damage die increased by one size category.
  • While wielding a versatile weapon in two hands, you gain a +1 bonus to AC.
  • You may don or doff your shield using your Bonus Action.

Divine Smite

Starting at 2nd level, you learn how to channel your divine conviction to Smite those who dare to oppose you. As you gain this class feature you choose to gain Radiant Smite or Ruinous Smite, as listed below. Immediately after you hit a target with a melee attack, you can expend one Spell Slot to invoke a Smite you know, adding extra damage to the attack dependent on which Smite you invoked.

You can use Divine Smite no more than once during a turn, and you can’t use it on the same turn that you cast a spell.

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

You gain one additional Divine Smite from your Oath at 3rd paladin level, and another one of your choice at 5th, 9th, 13th, and 17th level.

Radiant Smite

Your attack deals an extra 2d8 radiant damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage dice increase to d10's if the target is an undead or a fiend.

Ruinous Smite

Your attack deals an extra 2d8 necrotic for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage dice increase to d10 if the target is a celestial or a fey.


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 regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

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

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As a Bonus Action, by expanding one use of your Channel Divinity, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell

Sacred Oath

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. Now you choose the Oath of Devotion, Oath of the Ancients or Oath of Vengeance detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th 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.

Feat

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain a feat of your choice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Devotion

With each channeling of your god's will, your zeal strengthens. At 5th level, when you cast a spell from the Divine spell list, you gain Devotion equal to the spell's level, to a maximum stored Devotion equal to your Paladin level. You can channel this stored Devotion to fuel your Smite attacks, instead of using valuable Spell Slots. Every two Devotion you expend to fuel a Smite is equivalent to one Spell Slot. You can contribute Devotion this way up to a maximum of the highest Spell Slot you have. For example, if you use four Devotion, you produce a 2nd level Smite. All Devotion in lost when your take a Long Rest.

Aura of Protection

You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which one when entering the auras.

Aura of Courage

Starting at 9th level, you and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition is suppressed while the ally is there.

Divine Judgement

By 11th level, your relentless devotion causes your strikes to be suffused with divine purpose. When you hit a target with an melee attack roll, the target takes an extra 1d8 Radiant damage if you have Radiant Smite, or 1d8 Necrotic damage if you have Ruinous Smite.

Abjure Foes

At 13th level, as a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one) that you can see within your Aura of Protection range. Each target must make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.

Restoring Touch

When you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay on Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Influence

At 17th level, your Aura of Protection now extends 30 feet from you rather than 10 feet.

Embodiment of Divinity

At 20th level, you become an embodiment of your ideals. Your Strength, Constitution and Charisma scores increase by 2, and their maximum is now 26.

In addition, whenever you roll Initiative, you regain one use of Channel Divinity.


Divine Smites

Searing Smite

Your Smite flares with white-hot intensity, dealing an extra 1d8 Fire damage to the target and causes it to ignite in flames. At the start of each of its turns, the target must make a Reflex saving throw. On a failed save, it takes 1d8 Fire damage. On a successful save, the flames ends. The target, or a creature adjacent to it, can use its Action to put out the flames. Some other effect, like heavy rain, can also douse the flames.

When you use this Smite using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.

Thunderous Smite

Your Smite rumbles with thunder that is audible within 300 feet of you, dealing an extra 2d6 Thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked Prone.

When you use this Smite using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Branding Smite

Prerequisite: Paladin 5+
Your Smite gleams with astral Radiance as you strike, dealing an extra 2d6 Radiant damage to the target, and the next attack made against it before the end of your next turn is made at advantage.

When you use this Smite using a spell slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Blinding Smite

Prerequisite: Paladin 9+, Radiant Smite
Your Smite flares with searing bright light, dealing an extra 3d6 Radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

When you use this Smite using a spell slot of 4th level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Vile Smite

Prerequisite: Paladin 9+, Ruinous Smite
Your Smite corrupts the flesh of your foe with an infectious blight, dealing an extra 3d6 Necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be Sickened for 1 minute. A creature Sickened by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Sickened.

When you use this Smite using a spell slot of 4th level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Staggering Smite

Prerequisite: Paladin 13+
Your Smite pierces both body and mind, and the attack deals an extra 4d6 Psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

When you use this Smite using a spell slot of 5th level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Banishing Smite

Prerequisite: Paladin 17+
Your Smite crackles with planar force, and the attack deals an extra 5d10 Force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Faithful Steed (Optional)

Prerequisite: Paladin 5+
Instead of learning an additional Smite option, you may choose this class feature. You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared, and it doesn’t count against the number of spells you can prepare. When you cast this spell, its casting time is an action.


Find Steed

2nd level Conjuration


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount (as defined in the rules on mounted combat). If you have the Incapacitated condition, it takes its turn immediately after yours and acts independently, focusing on protecting you.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

At Higher Levels. When you cast this spell using a Spell Slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

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.

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 of Devotion Spells
Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Instruments of Devotion

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

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

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

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

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

Aura of Devotion

Starting at 6th level, you and friendly creatures within 10 feet of you can’t be charmed or possessed while in your Aura of Protection. If a friendly creature that is charmed or possessed begins its turn within the aura, the charmed condition is suppressed.

Purity of Spirit

Beginning at 10th level, you are constantly under the effects of a Shield of Faith spell.

Holy Nimbus

At 14th level, as an Bonus Action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  • Creatures that can see you when you activate this ability must make a Constitution saving throw or become blinded for 1 round.
  • Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Proficiency Bonus plus your Charisma modifier.
  • The aura is filled with bright light that is sunlight.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 4th level when you use it again.

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.

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 nature. If you allow the light to die in your own heart, you can’t preserve it in the world.

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

Oath of the Ancients Spells
Level Spells
3rd Entangle, Speak with Animals
5th Misty step, Spiked Growth
9th Plant Growth, Protection from Energy
13th Grasping Vine, Stoneskin
17th Commune with Nature, Tree Stride

Instruments of Yore

When you take this oath at 3rd level, you gain the following two Channel Divinity option and one Smite option:

Nature’s Reprisal

You can use your Channel Divinity to invoke primeval forces to hinder your foes. As a Bonus action, you can create a field of restless thorned growth around you. For 1 minute, hostile creatures treat the area within 15 feet around you as difficult terrain. When a hostile creature is knocked prone within the area, it takes Piercing damage equal to 1d4 + half your Paladin level.

At 17th level, the radius of this ability increases to 30 feet.

Designed by u/Baelrog_
Turn the Unnatural

You can use your Channel Divinity to utter ancient words that are painful for aberration and fiends to hear. As an Action, you present your holy symbol, and each aberration 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.

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

Verdant Smite

Your Smite is imbued with nature's wrath. A Verdant Smite deals an extra 1d8 damage of a type you choose from among Bludgeoning, Piercing or Poison as plants sprout and lash out. The creature must make a Dexterity saving throw or become Restrained by vines. At the end of its turns, the creature can make a Strength saving throw, ending the Restrained condition on a success. On a fail, the creature takes 1d8 damage of the same type as chosen for the initial hit.

If the target, or a creature adjacent to it, has a weapon dealing Slashing damage, it can use its Action to cut the vines to end the effect.

When you use this Smite using a spell slot of 2nd level or higher, for each spel slot, the initial extra damage dealt by the attack increases by 1d8.

Art: Michele Parisi

Joyous Respite

At 6th level, whenever you use Lay on Hands to restore Hit Points, you may expend any amount of your Devotion to restore twice that many additional Hit Points.

Aura of Warding

Beginning at 10th level, ancient magic lies so heavily upon you that it forms a runic ward. You and friendly creatures within your Aura of Protection have resistance to damage from spells.

Undying Sentinel

Starting at 14th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Alternatively, when you are subjected to an effect that would kill you instantaneously without dealing damage, you can choose to negate that effect.

Once you use this ability, you can’t use it again until you finish a Long Rest.

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

Elder Champion

At 18th 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 action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain hit points equal to half you levels in paladin, rounded down.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a Bonus action instead.
  • Enemy creatures within your Aura of Protection have disadvantage on saving throws against your paladin spells, Smites and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 5th level when you use it again.

Art: Rob Alexander

Oath of the 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.

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 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.

Tenets of Vengeance

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

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

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

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

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

Oath of Vengeance Spells
Level Spells
3rd Bane, Hunter's mark
5th Hold person, Misty step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Instruments of Vengeance

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

Abjure Enemy

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

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

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

Vow of Enmity

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

Relentless Avenger

By 6th level, your supernatural focus helps you close off a foe’s retreat. When you hit with an opportunity attack against a hostile creature that moves out of your reach, you can move up to half your speed immediately after the attack and make an additional melee weapon attack against that creature if it is within your reach afterwards as part of the same Reaction. This movement doesn’t provoke opportunity attacks.


BREAKING YOUR OATH

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

Soul of Vengeance

Starting at 10th 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 an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 14th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

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

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


Oath of 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.

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 of Conquest Spells
Level Spells
3rd Command, False Life
5th Hold Person, Spiritual Weapon
9th Fear, Vampiric Touch
13th Dominate Beast, Stoneskin
17th Dominate Person, Hold Monster

Instruments of Conquest

When you take this oath at 3rd level, you gain the following one Smite and two Channel Divinity options:

Conquering Presence

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

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to roll two additional d20 and take the higher of the two results. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Wrathful Smite

Your attack deals an extra 1d8 Psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be Frightened of you for 1 minute At the end of its turns, the creature can repeat its saving throw, ending the Frightened condition on a success.

When you use this Smite using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.

Aura of Conquest

Starting at 6th level, you constantly emanate a menacing aura. When a creature Frightened of you starts its turn within your Aura of Protection, its speed is reduced to 0 and it takes psychic damage equal to half your paladin level.

Scornful Rebuke

Starting at 10th 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 your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 18th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to Bludgeoning, Piercing, and Slashing 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.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 5th level when you use it again.


 

This document was lovingly created using GM Binder.


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