Alternate Paladin

by laserllama

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Alternate Paladin

The
Paladin

As the cult's champion taunted the
villagers that remained in the armory,
a young man uttered a desperate vow
to defend his home at any cost. As he
stepped out to meet the vile champion
he felt a surge of divine power flow into
his body. When he drew his sword to
meet his foe in combat, the blade shone
with the radiance of pure sunlight.

The blade of his axe hung heavy in his
hands as he stood above his defeated foe.
The aging man thought back to the family he
had once had before the slavers came to his
lands. The vicious pirates who had taken his
family from him had long since been slain,
but the man lying prostrate at his feet
was guilty of the same sins. Uttering
his Oath of Vengeance, his axe fell.

As the hobgoblins made their way
deeper into the woods, a small halfling
girl prayed to the elder forest for strength.
Imbued with the ancient power of the ancient trees, she stepped forward as champion of the sylvan realm which had been her home for as long as she could remember. Through her, the primordial forest itself entered into the fray.

All three of the righteous warriors described above are Paladins, champions bound by Sacred Oath and infused with righteous power for as long as they remain true to their vows.

Paragons of Virtue

While there are many holy warriors across the lands, few are Paladins. Marked by unwavering dedication to their cause, a true Paladin is a living embodiment of the virtues they swear to uphold. Whether selfless or utilitarian, in service of good or evil, law or chaos, a Paladin is the pinnacle of whatever virtue, cause, or creed they pledge their life to uphold.

Many Paladins are honored as holy knights who defend the innocent, inspire hope, and live with honor. However, not all are paragons of righteousness. Some swear to bring divine judgment upon their foes by any means necessary or vow to keep the balance between the wilderness and civilization.

Bound by Oath

No matter the cause or virtue they champion, all Paladins are bound by Sacred Oath. Whether they were raised from birth to swear their Oath when their training was complete, or they cried out to heaven in a fit of despair, all Paladins must swear a Sacred Oath in order to be infused with their divine power. Though the exact words of these Oaths vary across time and cultures, these holy vows bind all Paladins who swear it into common cause, whatever it may be.

Once this sacred vow is made, a Paladin must uphold the Tenets of their Oath with unwavering dedication, or they risk losing their divinely ordained abilities. Small transgressions can be forgiven if reparations are made, but should a Paladin knowingly and willfully break the Tenets of their divine Oath, they risk shattering their Oath completely and losing access
    to the divine power that is infused in them by their Oath.

Creating
Your Paladin

Those who swear a Sacred Oath and become Paladins are of singular purpose. What motivates your Paladin? Were they raised from birth to stand as the champion of their god? Are they consumed by a desire for revenge? Or have they sworn to stand as the guardian of the natural beauty of the wild?

Also, decide how and when they swore the Oath that marks them as a Paladin. Was it after years of preparation, training, and study? Was their Oath sworn in a fit of spontaneous fury or desperation? Or were they approached in their dreams by the divine emissary of a god and chosen as their champion?

Multiclassing and the Paladin

If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Paladin class.

Ability Score Minimum. As a multiclass character, you must have a minimum of 13 in Charisma and either Strength or Dexterity to take a Paladin level or take a level in another class if you're a Paladin.

Proficiencies Gained. If Paladin is not your initial class, here are the proficiencies you gain when you take your first level as a Paladin: light and medium armor, shields, and simple and martial weapons.

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

The Paladin
Level   PB    Features Spells
  Known  
 1st   2nd   3rd   4th   5th  Aura
Radius
1st +2 Anointed Warrior, Fighting Style
2nd +2 Spellcasting, Divine Smite 2 2
3rd +2 Sacred Oath, Divine Regeneration 2 3
4th +2 Ability Score Increase 3 3
5th +3 Divine Sense, Extra Attack 3 4 2
6th +3 Aura of Protection 4 4 2 10 ft.
7th +3 Oath Feature 4 4 3 10 ft.
8th +3 Ability Score Increase 5 4 3 10 ft.
9th +4 Divine Health 5 4 3 2 15 ft.
10th +4 Aura of Courage 6 4 3 2 15 ft.
11th +4 Righteous Strikes 6 4 3 3 15 ft.
12th +4 Ability Score Increase 7 4 3 3 20 ft.
13th +5 7 4 3 3 1 20 ft.
14th +5 Purifying Touch 8 4 3 3 1 20 ft.
15th +5 Oath Feature 8 4 3 3 2 25 ft.
16th +5 Ability Score Increase 9 4 3 3 2 25 ft.
17th +6 9 4 3 3 3 1 25 ft.
18th +6 Legendary Conviction 10 4 3 3 3 1 30 ft.
19th +6 Ability Score Improvement 10 4 3 3 3 2 30 ft.
20th +6 Sacred Oath Feature 11 4 3 3 3 2 30 ft.

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 of the following: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

As a Paladin, you start with the following equipment, along with the equipment granted to you by your background:

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

Quick Build

You can make a Paladin quickly by using these suggestions: First, make Strength your highest ability score, followed by Charisma. Second, choose the Acolyte background. Finally,
    choose Balanced Fighting as your Fighting Style.

Anointed Warrior

At 1st level, you are consecrated as a divine warrior and gain the ability below which corresponds to your Alignment.

This feature, and other Paladin features you gain later, are fueled by a pool of Divine Fervor equal to your Paladin level. You regain all Divine Fervor when you complete a long rest.

Good

Your holy touch heals. As an action, you can touch a creature and expend Divine Fervor. For each use you expend, you can either restore its hit points equal to your Charisma modifier, cure one disease afflicting it, or end the Poisoned condition.

Neutral

Your touch fortifies allies in the cosmic struggle. As an action, you can touch one creature and expend one Divine Fervor to grant temporary hit points equal to your Charisma modifier.

Evil

Your vile touch siphons life. When you damage a creature with a melee attack, you can expend a Divine Fervor to gain temporary hit points equal to your Charisma modifier.

Alignment & the Paladin

If you play at a table that does not follow traditional Alignment mechanics, you instead choose features that best represent your Paladin's convictions.

Fighting Style

Also at 1st level, you learn one Fighting Style from the list at the end of this class. You can't learn the same Fighting Style more than once, even if a feature allows you to learn another. To learn a Style, you must meet its prerequisites.

When you gain a level, you can replace this Fighting Style with another Fighting Style available to the Paladin class.

Spellcasting

At 2nd level, you learn to draw upon the power of your Sacred Oath to cast divine spells. You gain the following benefits:

Spell Slots

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

Spells Known of 1st-Level and Higher

At 2nd level, know two 1st-level spells from the Paladin spell list at the end of this class. The Spells Known column of the Paladin table shows when you learn more Paladin spells, all of which must be of a level for which you have spell slots.

When you gain a Paladin level, you can choose one Paladin spell you know to replace with another of your choice.

Spellcasting Ability

Charisma is your spellcasting ability for Paladin spells. You use Charisma when a spell refers to your spellcasting ability, your spell Saving throw DC, or making a spell attack roll:

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

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Spellcasting Focus

You use a holy symbol as the focus for Paladin spells. A holy symbol is a Tiny object or emblem that represents what you stand for. If you emblazon this Holy Symbol on a shield, you
    can use that shield as a spellcasting focus for your spells.

Divine Smite

Also starting at 2nd level, you can channel holy wrath through your strikes. Whenever you hit with a melee weapon attack or an unarmed strike, you can spend one spell slot to deal bonus damage, its type determined by your Alignment:

Alignment Damage Type
Good Radiant
Neutral Thunder
Evil Necrotic

    This bonus damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 6d8 damage.

Sacred Oath

You have earned the honor to swear a Sacred Oath, marking you as a true Paladin. At 3rd level, choose a Sacred Oath that best represents your beliefs: Oath of the Ancients, Conquest, Devotion, Glory, Splendor, Throne, Vengeance, or Vigilance. Also included are Repentance, Oathless, and Blackguard.

Your Sacred Oath grants features at 3rd level, and again when you reach 7th, 15th, and 20th level in this class.

Oath Spells

Each Sacred Oath includes a list of Oath Spells you learn at the Paladin levels in your Sacred Oath description. They are Paladin spells for you, they don't count against your number of Spells Known, and they cannot be replaced.

Sacred Tenets

Each Oath has three Sacred Tenets that you vow to uphold. If a Paladin knowingly and willingly violates one of their Sacred Tenets, they cannot use their Sacred Oath features until they spend 1 hour making reparations appropriate to their Oath.

Breaking an Oath

A Paladin who consistently violates their Sacred Tenets risks breaking their Oath. Some vow an Oath of Redemption, but others fall and become an Oathless or a vile Blackguard. Talk with your DM about the limits of your Oath and its Tenets.

Divine Regeneration

Also at 3rd level, you learn to draw on the power of your Oath to regain some of your divine power. During a short rest, you can recover spell slots of a combined slot level equal to your Charisma modifier, or the same amount of Divine Fervor.

Once you use this feature to regain spell slots or Fervor, you must finish a long rest before you can use it again.

Ability Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Divine Sense

Starting at 5th level, you can use an action to awaken your senses to the presence of otherworldly creatures. For 10 minutes, you know the exact location and creature type
of Celestial, Elemental, Fey, Fiend, or Undead creatures
within 60 feet, so long as they are not behind total cover
or shielded from Divination magic.

Once you use Divine Sense, you must finish a short or
long rest before you can use it again. If you have no uses,
you can expend one use of Divine Fervor to use it again.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Paladin spell, you can make one weapon attack as a bonus action on that turn.

Aura of Protection

Unwavering belief in your creed bolsters those who stand alongside you. Beginning at 6th level, you exude an invisible Aura in a 10-foot radius, so long as you aren't Incapacitated. Your Aura only benefits you and creatures of your choice.

Creatures under your Aura of Protection can add your Charisma modifier (minimum of +0) to saving throws.

At certain levels, the radius of this Aura increases, as shown in the Aura Radius column on the Paladin table.

Divine Health

The divine power of your Oath protects you from harm.
At 9th level, you gain resistance to poison damage and
immunity to all disease and the Poisoned condition.

Aura of Courage

Your Aura infuses those under its effects with great bravery in the face of evil and danger. Beginning at 10th level, creatures under your Aura of Protection are immune to the Frightened condition. If a Frightened creature enters your Aura, you can suspend the effect while it remains within your Aura.

Righteous Strikes

Supernatural conviction infuses each of your strikes. Starting at 11th level, you deal a bonus 1d8 damage whenever you hit a creature with a melee weapon attack or an unarmed strike.
    This damage is the same type dealt by your Divine Smite.

Purifying Touch

Starting at 14th level, you can use your divine power to drive out hostile spells. As an action, you can instantly end a single spell affecting you, or one willing creature that you touch.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend five uses of your Divine Fervor to use it again.

Legendary Conviction

Your legendary devotion to your Oath grants you an unending well of Divine Fervor. Beginning at 18th level, you regain one use of Divine Fervor at the beginning of each of your turns in combat, so long as you are not Incapacitated.

Fighting Styles

Below is the list of Fighting Styles available to the Paladin.
To learn a Fighting Style you must meet all prerequisites:

Balanced Fighting

When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls. You can use a shield and still gain this benefit.

Classical Swordplay

Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not
wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.

Defensive Fighting

So long as you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.

Great Weapon Fighting

Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon's damage dice as the average roll, if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).

Mounted Warrior

Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.

Protection

When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to its Armor Class against the attack. You must be wielding a shield or a melee weapon to do so.

Versatile Fighting

Prerequisite: Strength or Dexterity of 11
While wielding a single versatile weapon
and no shield, you gain a +1 bonus to
your attack rolls with that weapon.

While doing so, you can use a bonus
action to make a Grapple or Shove
attack, or take the Use an
Object action.

Paladin Spell List

Below is the list of spells available to the Paladin. They are organized by spell level, not character level. The spells listed below are found in the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.

Spells marked ll are found in laserllama's Compendium of Spells, which includes both new and alternate spells.

1st-Level

bane
bless
ceremony *
command
compelled duel ll
cure wounds
detect evil & good
detect magic
detect poison & disease
divine favor ll
ethereal anchor ll
heroism
protection from evil & good
sanctuary
searing smite ll
shield of faith
thunderous smite ll
wrathful smite ll

2nd-Level

aid
branding smite ll
find steed ll
gentle repose
locate creature ll
magic weapon ll
prayer of healing
protection from poison
restoration ll
   warding bond
       zone of truth

3rd-Level

aura of vitality
beacon of hope
blinding smite ll
create food & water
crusader's mantle
daylight
dispel magic
magic circle
remove curse
revivify
spirit shroud **

4th-Level

aura of life
aura of purity
banishment
death ward ll
freedom of movement
guardian of faith
staggering smite ll

5th-Level

banishing smite ll
circle of power
conjure celestial ll
destructive wave
dispel evil & good
geas
holy weapon *
mass cure wounds
raise dead

Sacred Oaths

Choose the Sacred Oath from the following options that best represents the convictions, skill, and training of your Paladin:

     
Ancients Splendor Repentance
Conquest The Throne Oathless
Devotion Vengeance Blackguard
Glory Vigilance

Oath of the Ancients

Often called green knights, a Paladin who swears this Sacred Oath is sworn to watch over all forms of life and beauty. They are guardians of the natural world and can be found amongst the courts of the Feywild, Druidic Circles, or anywhere nature reigns supreme in its ancient and primordial glory.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Beauty Protect natural beauty and innocent
life from any who threaten it.
   Hope Kindle the light of hope with your
actions and never give in to despair.
   Light Delight in song, dance, and laughter.
Spread joy through your actions.

Ancient Spells

3rd-level Oath of the Ancients feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd absorb elements *, ensnaring strike ll
5th moonbeam, spike growth
9th grasping vine ll, plant growth
13th guardian of nature *, ice storm
17th commune with nature, tree stride

Elder Shield

3rd-level Oath of the Ancients feature
When you or another creature within 10 feet of you takes cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend a use of Divine Fervor to reduce the damage by your Paladin level + your Charisma modifier.

Starting at 6th level, you can use this reaction to defend
any creature that is under your Aura of Protection.

Verdant Smite

3rd-level Oath of the Ancients feature
When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with elder power. In addition to the damage, your target must also make a Dexterity saving throw against your Paladin Spell save DC. On a failure, the target is Restrained by mystical vines for 1 minute.

The Restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Paladin Spell save DC. On a success, these mystical vines are
    destroyed and the creature is no longer Restrained.

Aura of Warding

7th-level Oath of the Ancients feature
The elder power of your Oath wards you and your allies from hostile magic. Creatures under your Aura of Protection gain resistance to all damage from spells.

Undying Sentinel

15th-level Oath of the Ancients feature
Your body only ages 1 year for every 10 years that pass, and you cannot be aged by spells or magical effects. In addition, once per long rest when you start your turn with 0 hit points, but not dead, you can choose to stand up with 1 hit point.

Avatar of the Ancients

20th-level Oath of the Ancients feature
As a bonus action, you can transform into an avatar of elder power. For 10 minutes, you regain 10 hit points at the start
of each of your turns, and the area of your Aura of Protection becomes difficult terrain to creatures of your choice.

Your transformation ends if you become Unconscious or
if you use your bonus action to end it. You can transform
once per long rest at no cost, after which, you must spend
a 5th-level spell slot to use this
feature again.

Oath of Conquest

Paladins who swear the Oath of Conquest seek glory through domination. Victory is not enough for these ruthless knights, they must crush their foes in body and spirit. They uphold the rule of law through iron justice, giving no quarter or mercy.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Conquest Crush your foes so they will never
dare to stand against you again.
   Iron Law Your word is law. Loyalty is rewarded,
and dissent punished without mercy.
   Might Might makes right, and you are mighty.

Conquest Spells

3rd-level Oath of Conquest feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd cause fear *, command
5th hold person, find steed ll
9th bestow curse, fear
13th dominate beast, staggering smite ll
17th dominate person, vorpal blade ll

Conquering Smite

3rd-level Oath of Conquest feature
When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with dread willpower. In addition to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC.

On a failed save, you choose whether the target is knocked Prone, is Frightened of you until the end of your next turn, or
    suffers the effects of the command spell.

Lethal Strike

3rd-level Oath of Conquest feature
You can infuse your strikes with your desire to conquer and dominate. When you make a weapon attack roll, but before you know if you hit or miss, you can expend a use of Divine Fervor to add twice your Charisma modifier to your roll.

Aura of Dominion

7th-level Oath of Conquest feature
The power of your Oath emanates from you to menace your foes. Creatures of your choice within your Aura of Protection treat the area as difficult terrain. If a creature is Frightened of you, its speed is reduced to 0 while it is within your Aura.

This has no effect on creatures hidden behind total cover.

Ruthless Reprisal

15th-level Oath of Conquest feature
Those who dare to stand against you are punished for their hubris. Whenever a creature within your Aura of Protection damages you or forces you to make a saving throw, it takes damage equal to your Charisma modifier (a minimum of 1)
of the same damage type as your Divine Smite.

Avatar of Conquest

20th-level Oath of Conquest feature
As a bonus action, you can transform into an avatar of divine conquest. While transformed you gain the following benefits:

  • You gain resistance to all damage.
  • You can cast the command spell as a bonus action on each of your turns without spending a spell slot. Targets in your Aura of Protection have disadvantage on the saving throw.
  • Whenever you take the Attack action on your turn, you can make one additional weapon attack as part of that action.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Devotion

Known as white knights, the Paladins who swear this
Sacred Oath stand as paragons of virtue, justice, and
honor. They hold themselves to the highest standards
of goodness and law, and idolize Celestials as the the
ideal. They are beacons of light in a dark world.

Paladins who swear this Oath uphold these Tenets:

   
   Compassion Protect the weak and vulnerable.
Show mercy to your enemies, but temper your mercy with caution.
   Honesty Do not deceive for your own benefit. Always follow through on your word.
   Honor Do as much good as possible while
causing the least amount of harm.
Obey those with rightful authority.

Consecrated Smite

3rd-level Oath of Devotion feature
When you use Divine Smite, you can expend a use of
Divine Fervor to infuse your strike with holy power.
In addition to the damage, your target must also
make a Wisdom saving throw against your Spell
save DC. On a failure, the creature is Turned from
you for 1 minute, or until it takes damage.

While Turned, it must do everything it can to move
as far from you as possible. It cannot willingly move
closer to you or take reactions while Turned.

Fiends, Undead, and other creatures of Evil Alignment
have disadvantage on this Wisdom saving throw.

Devotion Spells

3rd-level Oath of Devotion feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd bless, shield of faith
5th find steed ll, restoration ll
9th beacon of hope, remove curse
13th death ward ll, guardian of faith
17th dawn *, dispel evil & good

Sacred Weapon

3rd-level Oath of Devotion feature
As a bonus action, you can expend two uses of Divine Fervor to infuse a melee weapon you are holding with divine power. For 1 minute, it emits bright light out to a 30-foot radius and you add your Charisma modifier to its attack rolls. It counts as a magical weapon for the duration.

This effect ends instantly if the weapon leaves your hand.

Aura of Devotion

7th-level Oath of Devotion feature
Your presence protects your allies from mind-altering effects. Creatures under your Aura of Protection are immune to the Charmed condition. If a Charmed creature enters your Aura,
    you can suspend the effect while it remains in your Aura.

Purity of Spirit

15th-level Oath of Devotion feature
The purity of your devotion to the good of others protects you from powerful otherworldly influences. You are always under the effects of the protection from evil & good spell.

Avatar of Devotion

20th-level Oath of Devotion feature
As a bonus action, you can transform into an avatar of divine righteousness. While transformed you gain the benefits here:

  • You manifest angelic wings, gaining a 60-foot flying speed.
  • Any melee weapon you hold becomes a Sacred Weapon.
  • You radiate bright sunlight within your Aura of Protection.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Glory

In the great stories, only the hero is remembered.
You have sworn an Oath to become one such hero.
You strive to perform mighty deeds and overcome
deadly challenges, no matter the danger. You will
live your life so as to be immortalized in legend.

All Paladins who swear this Sacred Oath vow to
uphold the following Sacred Tenets in all they do:

   
   Glory You should be known for your
mighty deeds and challenges you
overcome, not your words.
   Might Constantly strive toward
physical, spiritual, and mental
perfection. Never settle.
   Tenacity Adversity is the crucible which
forges mortals into heroes. Do
not flee from a worthy challenge.

Glory Spells

3rd-level Oath of Glory feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd compelled duel ll, jump ll
5th enhance ability, magic weapon ll
9th haste, thunder step *
13th death ward ll, freedom of movement
17th banishing smite ll, circle of power

Glorious Smite

3rd-level Oath of Glory feature
When you Divine Smite, you can expend two uses of Divine Fervor to infuse your strike with your glory. Immediately after your attack, you distribute a number of temporary hit points equal to your Charisma modifier + your Paladin level among creatures of your choice within 10 feet of you.

Starting at 6th level, the range at which you can distribute these temporary hit points increases with your Aura Radius.

Mighty Deed

3rd-level Oath of Glory feature
You can focus your desire for glory to increase your physical abilities, if only temporarily. Whenever you make a Strength, Dexterity, or Constitution check, or when you make a long or high jump, you can spend a use of Divine Fervor to add your Paladin level to the result of your check or jump distance.

You can use this feature after you make your ability check or attempt a jump, possibly turning a failure into a success.

Mythic Alacrity

7th-level Oath of Glory feature
You are always ready to act. So long as you are not surprised, you can add your Charisma modifier to your initiative rolls.

Also, at the start of your turn, you can suspend all effects of your Aura of Protection to instead gain a bonus to your speed equal to your Aura Radius. These effects last until the start of
    your next turn, at which point both return to normal.

Glorious Shield

15th-level Oath of Glory feature
The power of your presence can deflect deadly blows. When a creature under your Aura of Protection is hit by an attack, you can use a reaction to add your Charisma modifier to its Armor Class against that attack, possibly causing it to miss.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend a use of Divine Fervor to use it again.

Avatar of Glory

20th-level Oath of Glory feature
As a bonus action, you can draw upon the legendary stories of your mighty deeds to transform into a paragon of mythical power. While transformed you gain the following benefits:

  • Whenever you make a Charisma check you can expend one use of Divine Fervor to treat your d20 roll as a 20.
  • You can use Mighty Deed without using Divine Fervor.
  • Once per turn when you miss with a weapon attack, you can choose for your attack to automatically hit instead.

This transformation lasts for 10 minutes. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Splendor

You have sworn an ancient Oath in the service of a primordial entity of raw elemental power. Whether you are sworn to one of the Elder Elementals, a powerful Noble Genie, or another potent primordial, you are tasked to enact their will upon the material plane, remaking it in their elemental image.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Destruction Demonstrate the true power of the
elements with destructive displays.
   Nobility Conduct yourself with beauty and
spelndor that befit your patron.
   Wrath Those who dare to stand against or
disrespect you must be destroyed.

Primordial Sovereign

3rd-level Oath of Splendor feature
You have sworn your Oath in the service of a great Elemental. Choose an Element that best represents its primordial power. Once chosen, it cannot be changed short of a wish spell:

Air Earth Fire Water
 Thunder  Bludgeoning    Fire       Cold   

    Also, the power of your Oath allows you to use Charisma,
       in place of Dexterity, when calculating your Armor Class.

Elemental Smite

3rd-level Oath of Splendor feature
When you use Divine Smite, you can expend a use of Divine Fervor to infuse the strike with elemental wrath. This Divine Smite deals your Element damage, and the target suffers an additional effect determined by your Element:

Air. It must succeed on a Strength saving throw or it is
       knocked back in a straight line away from you, 5 feet
       per the level of slot you spend on this Divine Smite.

Earth. It must succeed on a Strength saving throw or
       fall Prone, and its space become difficult terrain.

Fire. The damage dice for this Smite become d10s and
       all flammable objects within 5 feet of the target ignite.

Water. The target must make a Strength saving throw or
       be sheathed in ice which halves its speed. It can use an
       action to remove this ice, returning its speed to normal.

Splendor Spells

3rd-level Oath of Splendor feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Whenever you cast a Splendor Spell, it always deals your Element damage type in place of its normal damage type.

Paladin Level Spells
3rd absorb elements *, burning hands
5th mirror image, scorching ray
9th minute meteors *,
summon elemental ll (Element only)
13th elemental bane *, ice storm
17th contact other plane, flame strike

Aura of Destruction

7th-level Oath of Splendor feature
The power of your Oath infuses the elements with primordial power. When a creature within your Aura of Protection takes your Element damage, you can cause that instance of damage to ignore Resistance, and treat Immunity as Resistance.

Elemental Rebuke

15th-level Oath of Splendor feature
Whenever you take damage from a creature within your Aura of Protection, you can use your reaction to force it to make a Dexterity saving throw. On a failed save, it takes 2d8 Element damage, then suffers the effects of your Elemental Smite.

Avatar of the Elements

20th-level Oath of Splendor feature
As a bonus action, you can transform into an avatar of elder destruction. While transformed you gain the benefits here:

  • You manifest elemental wings and a 60-foot flying speed.
  • Creatures of your choice within your Aura of Protection gain Resistance to your Element, and you gain Immunity.
  • Whenever you deal Element damage to a structure, you can deal maximum possible damage instead of rolling.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of the Throne

You have sworn this Sacred Oath in service of your sovereign liege, vowing to uphold their laws and protect their lands and subjects. You serve as an extension of the law itself, bringing order and protecting civilization wherever you are sent.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Bravery Carry out your orders, even in the
face of overwhelming odds or danger.
   Loyalty Obey the orders of your liege and
always act within their best interests.
   Order Law is the bedrock of civilization.
You must uphold law and order.

Throne Spells

3rd-level Oath of the Throne feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd command, compelled duel ll
5th find steed ll, warding bond
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Challenging Smite

3rd-level Oath of the Throne feature
When you use Divine Smite, you can
expend one use of Divine Fervor to
infuse your strike with a sovereign
challenge, inflicting the effects
of the compelled duel ll spell
on your target.

Rallying Command

3rd-level Oath of the Throne feature
Your words fill your allies with vigor. As a bonus action, you can expend two uses of Divine Fervor to grant one creature that can hear and understand you within 30 feet temporary hit points equal to 1d6 + your Charisma modifier.

Divine Aegis

7th-level Oath of the Throne feature
You are oath-bound to defend your liege's subjects. When a creature within your Aura of Protection takes damage, you can use your reaction to take that damage in its place.

This damage cannot be reduced in any way, and this effect does not transfer any non-damage effects to you.

Unwavering Knight

15th-level Oath of the Throne feature
Nothing can stop you from fulfilling your Oath-bound duties. You have advantage on saving throws to resist the Paralyzed and Stunned conditions while you are conscious.

Avatar of Loyalty

20th-level Oath of the Throne feature
As a bonus action, you can transform into an avatar of divine loyalty. While transformed you gain the following benefits:

  • You resist bludgeoning, piercing, and slashing damage.
  • Creatures under your Aura of Protection have advantage on Wisdom saving throws and death saving throws.
  • Any creature under the effect of your Challenging Smite automatically fails its Wisdom saving throws to end it.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Vengeance

Known as avengers or dark knights, Paladins who swear this Sacred Oath often do so out of a desire for revenge. Whether they wish to destroy a single creature who wronged them, or fight against a corrupt organization that abuses the innocent, they dedicate their life to the destruction of their sworn foe.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Destroy Evil Combat your sworn foes at every
opportunity. Fight the greater evil.
   No Mercy No mercy for your sworn foes.
Defeat evil by any means necessary.
   Restitution Make restitution for the evil of
your sworn foes and other evildoers.

Vengeance Spells

3rd-level Oath of Vengeance feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd bane, compelled duel ll
5th hold person, misty step
9th haste, nondetection
13th banishment, dimension door
17th far step *, hold monster

Vow of Enmity

3rd-level Oath of Vengeance feature
You mark evildoers for judgment. As a bonus action, you can expend two uses of Divine Fervor and speak a Vow of Enmity at one creature you can see within 30 feet, marking it as your Sworn Foe for 1 minute, or until it dies. You have advantage on all attack rolls against your Sworn Foe.

You cannot use this
feature again while
your Sworn Foe
lives.

Vengeful Smite

3rd-level Oath of Vengeance feature
When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with burning wrath. In addition
to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC. On a failure, it is Frightened of you and its speed is reduced to 0 for 1 minute. The effect ends early if the creature takes damage.

Your Sworn Foe has disadvantage on this saving throw.

Shield of Vengeance

7th-level Oath of Vengeance feature
Your hatred for your foes is a shield for your allies. Creatures under your Aura of Protection have advantage on any ability check or saving throw your Sworn Foe forces them to make.

Relentless Avenger

15th-level Oath of Vengeance feature
Your supernatural hatred helps you menace your sworn foes. If your Sworn Foe attacks or forces a creature other than you to make a saving throw, you can use your reaction to move up to your speed toward it and make one attack against it.

If you are hit by an opportunity attack during this reaction, you can add your Charisma modifier to your attack roll.

Avatar of Vengeance

20th-level Oath of Vengeance feature
As a bonus action, you can transform into an avatar of divine wrath. While transformed, you gain the following benefits:

  • You can use Vow of Enmity without expending Fervor.
  • You cast misty step on each of your turns at will, without expending a spell slot. If you reappear within 5 feet of a creature, you can make a melee weapon attack against it.
  • Once per turn, when you make a weapon attack roll with advantage, you can forgo advantage on your attack roll to make one additional weapon attack against that creature.

This transformation lasts for 1 minute. It ends early if you
            become Unconscious or use a bonus action to end it.
               You can transform once per long rest at no cost, after
                  which, you must expend a 5th-level spell slot to
                     transform again.

Oath of Vigilance

Your eyes have been opened to the otherworldly entities that threaten the material plane you call home. Swearing an Oath of ceaseless Vigilance, you have vowed to protect the material plane from all extraplanar influence; good, evil, alien, or other. Paladins who swear this Oath are known as the Watchers.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Discipline Hone your body and mind to its full
potential. Always be prepared to fight.
   Purity Do not bargain with, nor fall under
the influence of extraplanar beings.
   Vigilance Be alert for extraplanar influence
and root it out when it is found.

Vigilance Spells

3rd-level Oath of Vigilance feature
You learn certain spells at the Paladin levels in the table below. They do not count against your number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd alarm, ethereal anchor ll
5th locate creature ll, moonbeam
9th counterspell ll, nondetection
13th aura of purity, banishment
17th hold monster, scrying

Abjuring Smite

3rd-level Oath of Vigilance feature
When you use Divine Smite, you can expend one use of
Divine Fervor to infuse your strike with a divine ward. In addition to damage, your target must make a Charisma saving throw against your Spell save DC. On a failure, it is Turned from you for 1 minute, or until it takes damage.

While Turned, a creature must do everything it can to move as far from you as possible. It cannot willingly move closer to you or take reactions while Turned.

Extraplanar creatures (see below) have disadvantage on their Charisma saving throw to resist this feature.

Divine Vigilance

3rd-level Oath of Vigilance feature
You can draw on the power of your Oath to enlighten minds with vigilance. When you or a creature within 10 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to spend two uses of Divine Fervor, and it can repeat its saving throw, possibly turning it into a success.

Beginning at 6th level, you can use this reaction to help any creature that is under your Aura of Protection.

Extraplanar Creatures

Unless your DM or table determines otherwise, all Aberrations, Celestials, Elementals, Fey, and Fiends are always extraplanar creatures, along with many other creatures not native to the material plane.

Aura of Vigilance

7th-level Oath of Vigilance feature
The power of your Oath infuses your Aura. Creatures under your Aura of Protection cannot be surprised and gain a bonus to their initiative rolls equal to your Charisma modifier.

Vigilant Sight

15th-level Oath of Vigilance feature
The power of your Oath pierces all deceptions. When you use Divine Sense, you also gain Truesight within the same radius.

Avatar of Vigilance

20th-level Oath of Vigilance feature
As a bonus action, you can transform into an avatar of divine vigilance. While transformed you gain the following benefits:

  • You gain the benefits of Divine Sense out to 120 feet.
  • Your attacks against extraplanar creatures within your Truesight range are made with advantage.
  • If an extraplanar creature fails its saving throw against your Abjuring Smite, you can choose to banish it to its native plane of existence in place of Turning it.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Breaking an Oath

When a Paladin violates the Sacred Tenets of their Oath in an irreconcilable way, they must walk another path. The options below can be offered to such Paladins at the DM's discretion:

     
Repentance Oathless Blackguard

Oath of Repentance

Seeking forgiveness for a broken Oath or sins of their family, Paladins of Repentance swear to use violence as a last resort. To prove that they can find forgiveness, they see redemption as a possibility for even the most wicked mortals.

Paladins who swear this Oath uphold these Sacred Tenets:

   
   Peace Peace is the greatest good you can
achieve. Violence is a last resort.
   Poverty Donate all of your excess wealth to
the poor, oppressed, or suffering.
   Redemption No mortal is so wicked as to be
beyond forgiveness or redemption.

Repentance Spells

3rd-level Oath of Repentance feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell ll, hypnotic pattern ll
13th aura of life, resilient sphere
17th hold monster, wall of force ll

Righteous Emissary

3rd-level Oath of Repentance feature
You can draw upon your Oath to infuse your
words with peaceful power. When you make
a Persuasion check, you can expend
a use of Divine Fervor to add your
Paladin level to your roll.

Subduing Smite

3rd-level Oath of Repentance feature
Whenever you reduce a creature to 0 hit points with a Divine Smite, you can expend one use of Divine Fervor to imbue the attack with pacifying power. Instead of falling Unconscious, it falls to 1 hit point and is Charmed by you for 1 minute.

For the duration, the creature is docile and does not move or take any actions unless you use your bonus action to order it to do so. You cannot order it to attack or force a creature to make an ability check or saving throw.

The effect ends early if you are Incapacitated, if you use it again, or if you or your allies do anything hostile to it.

Aura of Penance

7th-level Oath of Repentance feature
You can take the burdens of others onto yourself as penance for your transgressions. When a creature under your Aura of Protection takes damage, you can use your reaction to take that damage in its place.

This damage cannot be reduced in any way, and this effect does not transfer any non-damage effects to you.

Redemptive Regeneration

15th-level Oath of Repentance feature
Your commitment to redemption heals your wounds so you may continue to heal your spirit. If you begin your turn with less than half of your hit points left, but at least 1 hit point, you regain hit points equal to your Charisma modifier.

Avatar of Redemption

20th-level Oath of Repentance feature
As a bonus action, you can transform into an avatar of divine redemption. For 1 minute, you have resistance to all damage, and you can use Aura of Penance without using a reaction.

                                However, if you damage or force another
                                           creature to make a saving throw, you
                                               lose the benefits from this feature
                                                 until the start of your next turn.

                                                       This transformation ends
                                                   early if you are Unconscious or
                                                   use your bonus action to end it.
                                                         You can transform once per
                                                   long rest at no cost, after that,
                                                you must spend a 5th-level spell
                                              slot to transform again.

The Oathless

Oathless Paladins have broken their Sacred Oath for reasons other than evil, but still retain some of their power. These lost warriors often survive as bandits or mercenaries. While some look for purpose, most Oathless fall into despair.

Across all cultures, oath-breakers, especially Paladins, are met with distrust. Societies that place a high value on honor will meet these Oathless Paladins with violence and hostility.

Oathless Spells

3rd-level Oathless Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd charm person, false life
5th invisibility, suggestion
9th gaseous form, vampiric touch
13th charm monster *, greater invisibility
17th dominate person, passwall

Shattered Oath

3rd-level Oathless Paladin feature
The shattered power of your broken Oath radiates from you. Whenever you make an ability check to convince any creature
             to trust you or to enter into a deal or agreement of any
                       kind, you subtract your Paladin level from your
                           roll. This effect can manifest in many ways,
                              but always causes creatures to distrust you.

                         Draining Smite

                                  3rd-level Oathless Paladin feature
                                  Whenever you use Divine Smite, you can
                                  expend one use of Divine Fervor to infuse
                                  this strike with selfish power. Your Divine
                                  Smite bonus damage changes to necrotic
                           (if it was not already), and you gain temporary
                     hit points equal to half the necrotic damage dealt
                 by your Divine Smite.

           Illusory Escape

            3rd-level Oathless Paladin feature
            Your fervent devotion to yourself above all else allows
          you to escape harm. Whenever you take damage from a
       source you can see, you can use your reaction to expend
     two uses of Divine Fervor. You instantly become invisible,
    and can move up to your speed.

     You remain invisible until the start of your next turn, or until you attack or force a creature to make a saving throw.

Aura of Deception

7th-level Oathless Paladin feature
You have no qualms sacrificing others when it would benefit you. When you use Illusory Escape, you can force a creature within your Aura of Protection to make a Charisma saving throw against your Paladin Spell save DC.

On a failed save, you and the target instantly switch places. It then becomes the target of the damage that triggered your Illusory Escape, and you gain the normal benefits of Illusory Escape from the space that you reappear in. On a success, you still gain the normal benefits of Illusory Escape.

Forceful Will

15th-level Oathless Paladin feature
You use your presence to dominate others, bending them to your will. Whenever you force a creature within your Aura of Protection to make a saving throw to resist an Enchantment spell, it has disadvantage on its initial saving throw.

Avatar of Dishonor

20th-level Oathless Paladin feature
As a bonus action, you can focus your legendary self-serving power to transform into a gray shade of the righteous Paladin you could have been, gaining the following benefits:

  • You become invisible as if by the greater invisibility spell.
  • You can take the Dash or Hide action as a bonus action.
  • When a creature misses you with a melee attack, you can force it to repeat its attack against another creature of your choice within the normal range of that attack.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Blackguard

Paladins who swear this dark vow devote themselves fully to the advance of evil. Whether they are in league with powerful Fiends, Undead, or work alone, Blackguards are known for their cruelty, hatred of all things beautiful, and willingness to sacrifice anything or anyone to achieve their vile goals.

Blackguard Paladins are always of an Evil Alignment, and acting otherwise is the same as violating their Sacred Oath.

Blackguard Spells

3rd-level Blackguard Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Paladin Level Spells
3rd cause fear *, hellish rebuke
5th blindness/deafness, shadow blade *
9th animate dead ll, conjure fiend ll
13th accursed touch ll, create undead ll
17th spiritual sundering ll, vorpal blade ll

Dreadful Smite

3rd-level Blackguard Paladin feature
When you use Divine Smite, you can expend a use of Divine Fervor to infuse it with pure hate. In addition to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC. On a failed save, the creature is Frightened of you for 1 minute. If it ends its turn more than 30 feet from you, it can repeat this saving throw, ending the
                     effect on a success.

Marshal of Darkness

3rd-level Blackguard Paladin feature
As an action, you can expend two uses of Divine Fervor to focus your will on a Fiend or Undead within 30 feet that has a CR less than or equal to your Paladin level. It must succeed on a Charisma saving throw against your Spell save DC or it obeys you for 24 hours, or until you use this feature again.

Aura of Hate

7th-level Blackguard Paladin feature
Your hatred for all things beautiful and good empowers the forces of darkness. Fiends and Undead under your Aura of Protection add your Charisma modifier to their attack rolls.

Sinister Resilience

15th-level Blackguard Paladin feature
Your flesh is suffused with dark magic. You no longer need to eat, drink, or breathe, and you gain resistance to necrotic and all non-magical bludgeoning, piercing, and slashing damage.

Avatar of Dread

20th-level Blackguard Paladin feature
As a bonus action, you can transform into an avatar of divine darkness. While transformed you gain the following benefits:

  • Bright light within 30 feet of you becomes dim light.
  • When a creature Frightened of you starts its turn within your Aura of Protection, it takes 4d10 necrotic damage.
  • When you deal necrotic damage to a creature you gain temporary hit points equal to half the damage dealt.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can
         transform once per long rest at no cost, after which, you
           must expend a 5th-level spell slot to
               transform again.

The Alternate

Paladin

Become the master of Divine Righteousness you were meant to be! Includes seven Fighting Styles and eleven new and revised Sacred Oaths.

Version 3.0.0 - Created by /u/laserllama
Last Updated: July 16th, 2025

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