Contents
Foreword
Introduction
In this conversion, paladins represent knights clad in heavy armour that deal battle with incantations and weaponry simultaneously. Their faith is a fundamental part of their character, whether it is broken or strong. While many warriors in the Lands Between use holy magic, such as the Leyndell Knights, only the truly faithful are paladins.
Oathbreakers
The Lands Between is a land full of fallen knights and decaying order, with lords either insane, sadistic or absent. Oaths in the Lands Between are often sworn to the lords themselves rather than any lofty ideal, though both cases do occur. Thus, as a player and DM, you should consider this when reading the tenets of each oath.
Oaths may be more flexible in the Lands Between - paladins are often far from perfect, and those that break their oath may even retain their power rather than swear another. Still, a paladin that has broken their oath may decide to take another path, and find a new lord or ideal to serve.
Divine Smite
Fiends as a creature type do not exist in the Lands Between: therefore, the creature type against which the damage of divine smite is increased changes from fiends and undead to aberrations and undead.
Credit
All Elden Ring art, images and original concepts are created by and attributed to From Software.
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Oath of the Blackflame Monk
While black flame is traditionally the realm of the servants of the Gloam-Eyed Queen, the Godskin Apostles and their clerical disciples, a lesser known group of fire monks betrayed their post as guardians of the flame of ruin, instead swearing fealty to the god-slaying black flame.
These monks seek the power for both personal reasons and to serve the interests of the Godskin Apostles, as obtuse or esoteric as those may be. A paladin who takes the oath of the Blackflame Monk may have been one of these monks themselves, or one of their disciples.
Tenets of the Blackflame Monk
Forgotten Queen. A relic of the past, the Gloam-Eyed Queen that we serve was defeated long ago. Remnants of her commands must surely echo in ancient texts and oral tradition, and you must find those remnants.
Slay the Gods. You are certain of one binding purpose between wielders of the black flame - that once, it slew gods, and it must do so again.
Keeper of the Flame. You must ensure that only those you deem worthy are privy to your secrets and forbidden knowledge.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Black Flame Spark |
| 5th | Black Flame, Black Flame Blade |
| 9th | Noble Presence |
| 13th | Black Flame's Protection, Scouring Black Flame |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flowing Black Flame. When you make a melee weapon attack, you can use your Channel Divinity and choose to cast black flame, black flame spark or scouring black flame as part of that attack.
Noble's Rejection. As a reaction to taking damage from a creature within 5 feet of you, you can choose to raise a shield of black flame between yourself and the creature using your Channel Divinity. The damage is reduced by an amount equal to 1d12 + your Paladin level; if it is reduced to zero, the creature that dealt the damage takes fire damage equal to half of its level or CR (whichever is applicable).
Flaming Smite
When you take this oath at 3rd level, the damage type of divine smite is changed to fire.
Aura of Twilight
Starting at 7th level, whenever a creature is reduced to 0 hit points within 10 feet of you, you can use your reaction to protect the creature with black flame, causing it to regain 1 hit point.
At 18th level, the range of this effect is increased to 30 feet.
Deicide
At 15th level, you gain the ability to cast black flame blade using your bonus action instead of your action. Additionally, you can cast the spell once without expending a spell slot, regaining the ability to do so after finishing a short or long rest.
Apostle's Gift
Starting at 17th level, you can cast black flame ritual once without expending a spell slot, regaining the ability to do so after finishing a long rest.
God-Slaying Conflagration
When you reach 20th level, you can use your action briefly restore a small amount of the black flame's original power to grant death even to the gods. A whirlwind of black flame rises around you - each creature of your choice within 20 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 12d6 fire damage, or half as much on a successful one.
Additionally, you gain the following benefits for one minute:
- Your attacks deal an extra 1d8 fire damage.
- When you damage a creature, the black flame clings to its body, preventing it from regaining hit points until the end of its next turn.
- You gain a +2 bonus to your AC.
- Whenever you deal damage to a creature with black flame, it cannot be reduced or resisted in any way.
Blackflame Monk: Expanded Spell List
Black Flame Spark1st level evocation
Casting Time: 1 bonus action |
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Make a melee spell attack against a creature within range. On a hit, it takes 1d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Oath of the Crucible Knight
Originally in service the Godfrey, first Elden Lord, the Crucible Knights are fiercely loyal to those they swear themselves to. In the times of Godfrey's banishment, most chose to serve the Erdtree, despite being scorned by its people.
Tenets of the Crucible Knight
Loyalty. Be fiercely loyal to the ideals of your chosen lords, whether they are present or not.
Crucible. To honour the Crucible is to acknolwedge the blending and similarity of all life and its shared origin. Acknowledge that the civilisations of the Lands Between are no different to the beasts they lord over.
Natural Conflict. Follow a warrior's ideal path, seeking solitude and self-reflection in the natural world. Understand that existence is a challenge, like the crucible, of which only the fittest emerge.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crucible Knight Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Aspect of the Crucible: Spines, Aspect of the Crucible: Claw |
| 5th | Aspect of the Crucible: Tongue |
| 9th | Aspect of the Crucible: Breath, Horns, Tail, Thorns, and Bloom |
| 13th | Devonia's Aspect |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Beastlike Charge. As an action and using your Channel Divinity, you charge towards a creature within 30 feet of you, making an attack against it. On a hit, the attack deals an extra 2d6 damage, and if the creature is Large or smaller, it is knocked 15 feet into the air and away from you.
Primordial Charm. As an action, you can attempt to control a beast and sway it to your side in battle using your Channel Divinity. It must make a Wisdom saving throw - on a failed save, it is charmed by you for 10 minutes. While the beast is charmed, it will follow you and help you and your allies in battle. It will also follow your instructions without putting itself in obvious danger such as walking into fire or off a cliff, instinctively understanding your words.
Shattering Tremor
Starting at 7th level, you gain the ability to shatter the very earth beneath you with a step. Once per turn, you can choose to replace an attack made as part of the Attack action with a stomp, sending a 30-foot cone shockwave across the ground.
Each creature in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone.
Aspect Specialisation
Many Crucible knights have a natural affinity towards certain aspects of the crucible. At 15th level, you can select a spell from your oath spells. Whenever you cast this spell, it is cast as if you used a spell slot one level higher than the slot you used.
Additionally, you can cast the spell once at 5th level without expending a spell slot. You regain the ability to do so after finishing a long rest.
Lord of Life
At 20th level, you can change your appearance at will, gaining aesthetic features from other forms of life - for example, you could choose to have a tail, additional horns, feathers, or fur.
At the start of your turn, you can choose to channel the Crucible's true power, combining the strength of all living beings. For 1 minute, you gain the following benefits:
- You grow feathery wings, gaining a flight speed of 60 feet.
- The damage of Shattering Tremor increases to 8d6, and you can use it as a bonus action.
- You can cast your Aspect Specialisation spell at will without expending a spell slot.
- Once per turn when you cast a spell, you can choose to cast it as part of an attack instead of using your action.
Once you use this feature, you can't use it again until you finish a long rest.
Crucible Knight: Expanded Spell List
Some of these spells are only available as part of the Crucible Knight subclass - others are from Shadow of the Erdtree, and will be included in the upcoming DLC conversion.
Aspect of the Crucible: Claw1st level transmutation
Casting Time: 1 bonus action |
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You summon claws to protrude from your hand, quickly swiping at a creature within range. Make a melee spell attack against the target. On a hit, it takes 4d4 slashing damage.
A creature that has already taken damage on this turn takes an additional 1d4 damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Aspect of the Crucible: Spines1st level transmutation
Casting Time: 1 action |
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You cover parts of your body with defensive spines. For the duration, when a creature hits you with a melee attack, it takes 1 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 1st.
Aspect of the Crucible: Tongue2nd level transmutation
Casting Time: 1 action |
|
You extend your tongue into that of a giant creature, whipping it out towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 4d6 bludgeoning damage, and you can choose to attempt to pull the creature.
If you do, it must make a Strength saving throw or be dragged 15 feet towards you as the tongue retracts.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Aspect of the Crucible: Bloom3rd level transmutation
Casting Time: 1 action |
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You grow a miranda flower on your chest, channeling its power to call a downpour of light at a point within range.
Each creature in a 20-foot radius around that point must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Aspect of the Crucible: Thorns3rd level transmutation
Casting Time: 1 action |
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You create a mass of thorns across your back, diving to the ground and spinning to release the thorns against creatures within 30 feet of you.
Each hostile creature within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 8d4 piercing damage, or half as much on a successful one.
Additionally, until the start of your next turn, any creature that hits you with a melee attack takes 2d4 piercing damage as it is impaled by the thorns.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d4 for each slot level above 3rd.
Devonia's Aspect4th level transmutation
Casting Time: 1 bonus action |
|
You take on the aspect of a trampling beast, bearing the visage of a centaur. For the duration, your speed increases by 10 feet, and you can use your action to stomp many times on the ground. Each creature within 10 feet of you must make a Dexterity saving throw.
On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the duration increases by 1 round for each slot level above 4th.
Oath of the Fire Monk
Long ago, warriors in service to the Erdtree were ordered to guard the giants' flame of ruin beyond the forbidden lands. Over time, they were seduced by it, and came to worship it despite its heretical nature. The highest of their rank, the Fire Prelates, command their peers, and most pious in understanding the weight of their vow.
Prophets faithful to the Erdtree sometimes catch a glimpse of fire in their visions, yet when they speak of it, they are banished far away. Such individuals often join the ranks of the Fire Monks.
Tenets of the Fire Monk
Precarious Power. The flame of ruin is dangerous and must be kept with its proper guardians. Should the giants' flame be stolen, you will travel to the end of the world to bring it back.
Outcast Kinship. Lend your aid to those cast out by the Erdtree faithful, despite their sins.
Heretical Faith. Remain faithful to the flame no matter what it burns away.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Flame, Cleanse Me, Flame Sling |
| 5th | Flame, Grant Me Strength, Whirl, O Flame! |
| 9th | Burn, O Flame!, Flame, Protect Me |
| 13th | Flame, Fall Upon Them, Giantsflame Take Thee |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flame, Guide Me. As a bonus action you can use your Channel Divinity to light volatile sparks upon a creature within 30 feet of you. That creature has disadvantage on saving throws made to resist your oath spells for one minute. When it fails such a saving throw, the sparks explode, dealing 2d6 fire damage to the creature and ending the effect.
Forgeflame Blessing. As an action, you stoke the flame of ruin, bringing forth visions of the Forge of the Giants using your Channel Divinity. For one minute, your spells and class features ignore resistance to fire damage.
Flaming Smite
When you take this oath at 3rd level, the damage type of divine smite is changed to fire.
Sear, O Flame!
Starting at 7th level, you are surrounding by an aura of burning heat. Whenever a creature within 10 feet of you hits you with an attack, it takes fire damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Flame, Embolden Me
When you reach 15th level, you are emboldened by fortitude not unlike that of the giants themselves. You have a +5 bonus to Constitution saving throws made to maintain concentration on your oath spells.
Additionally, if you fail a saving throw made with this bonus, you can choose to succeed instead. You can do this once, regaining the ability to do so upon finishing a short or long rest.
Call of the Fell God
At 17th level, you can cast flame of the Fell God once without expending a spell slot, regaining the ability to do so after finishing a long rest.
Ruinous Conflagration
For too long, the flame of ruin has been contained. When you reach 20th level, you can unleash it using your action, wreathing your body in holy fire and calling forth the visage of a sinister, blazing eye. You gain the following benefits for one minute:
- You gain the benefits of Flame, Grant Me Strength for one minute without having to concentrate, and the effect is no longer limited to once per turn.
- Your spells and class features ignore resistance to fire damage.
- You become immune to fire damage, being poisoned or suffering scarlet rot.
- As a bonus action, you can unleash flame in a 30-foot cone or a 60-foot long, 5-foot wide line. Each creature in the area must make a Dexterity save against your spell save DC. On a failed save, it takes 8d6 fire damage, or half as much on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of Fundamentalism
Golden Order Fundamentalists seek to study the laws of reality, that which governs the Golden Order and the cosmos itself. In committing themselves to this fundamentalism, they are particularly hostile to Those Who Live In Death, as they defy Marika's removal of the Rune of Death from the Elden Ring and might even seek its power.
Those that swear the oath of the Fundamentalist believe in two fundamental laws - first, that all things yearn to converge, and second, that all things are linked in a chain of relation.
Tenets of Fundamentalism
Order. Support the spread of the Golden Order and your interpretation of its laws.
The Hunt. Destroy Those Who Live in Death along with those who ally with them when possible, as they contradict the Golden Order and everything it stands for.
Faith through Scholarship. Do not blindly follow dogmatic principles, but instead study the truth of reality and relate it to the laws of the Golden Order.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Fundamentalism Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Discus of Light, Order's Blade, Order Healing |
| 5th | Immutable Shield, Litany of Proper Death |
| 9th | Triple Rings of Light |
| 13th | Law of Causality |
| 17th | Law of Regression, Radagon's Rings of Light |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Command Regression. As a reaction to seeing a creature within 30 feet of you cast a spell, you can attempt to revert the spellcasting process with your Channel Divinity, making a holy gesture. If this spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, make an ability check using your Intelligence modifier. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Sight of Causality. As an action using your Channel Divinity, you can attempt to visualise the laws that govern the world, your eyes glowing a brilliant gold. Choose a creature within 60 feet of you. It must make a Charisma saving throw - on a failed save, you can discern one of its attribute scores.
Aura of Brilliant Gold
Starting at 7th level, creatures of your choice within 10 feet of you deal extra radiant damage equal to your Intelligence modifier on the first attack they hit on each turn.
At 18th level, the range of this aura increases to 30 feet.
All Things Conjoined
At 15th level, you can choose three sorceries (spells from the Wizard spell list) of 3rd level or lower. You can cast each spell without expending a spell slot once, regaining the ability to do so upon completing a long rest.
Golden Champion
When you reach 20th level, you become the image of the Golden Order, second only to Radagon himself. You can choose to constantly emit bright light out to 10 feet around yourself. Additionally, as an action, you can shroud yourself in golden light for one minute, gaining the following benefits:
- Your Intelligence and Charisma scores both increase by 2.
- As an action, you can instantly kill up to ten of Those Who Live In Death (undead) with a CR of 5 or lower.
- Every time you deal radiant damage on your turn, you can add your Intelligence modifier to the damage dealt.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of the Pureblood Knight
The Pureblood Knights are those who serve or once served the demigod Mohg. It is possible that in another era, there were those who swore a similar oath to a lord who tapped into the power of the Formless Mother, a nameless god whose blood fuels the magic of the Pureblood Knights.
Tenets of the Pureblood Knight
Bloodletting. Strive to kill those who oppose you rather than allow them mercy.
Sacrifice. Suffer any amount of pain to achieve your goals.
Honourable Slaughter. Despite the suffering you may cause them, seek to face your enemies in honourable combat rather than stab them in the back.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Pureblood Knight Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Bloodflame Blade, Bloodflame Talons, Swarm of Flies |
| 5th | Bloodboon |
| 9th | Bloodpool |
| 13th | Furious Blade of Ansbach |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Curse. Using your Channel Divinity as an action, mark a creature within 10 feet of you with accursed blood. For one minute, your attacks deal extra damage to the creature equal to your Constitution modifier.
Exhume. As a reaction to killing a creature with blood, you can regain a number of hit points equal to 2d8 + your Constitution modifier using your Channel Divinity.
Accursed Smite
Starting at 3rd level, your divine smite deals piercing damage instead of radiant, and the creature type against which the damage is increased changes from fiends and undead to monstrosities and dragons.
Engorging Aura
At 7th level, the blood of your enemies curdles in their bodies, yearning to be freed from its vessel. Each creature of your choice within 10 feet of you takes an extra 2d4 piercing damage whenever a critical hit is scored against it.
At 18th level, the range of this aura increases to 30 feet.
Phlebotomize
When you reach 15th level, when you hit a melee weapon attack you can choose to turn it into a critical hit. You can do this once, regaining the ability to do so upon finishing a long rest.
Luminary Herald
At 20th level, you can call directly upon the power of the Formless Mother as an action, gaining her blessing for one minute. You gain the following benefits while blessed:
- As an action, you can cause blood to rain upon the battlefield. Each hostile creature within 60 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, it takes 15d4 piercing damage, or half as much on a successful one.
- You become immune to piercing damage and resistant to slashing damage.
- Whenever you score a critical hit against a creature, it takes an additional 10d4 piercing damage.
Once you use this feature, you can't use it again until you finish a long rest.
Pureblood Knight: Expanded Spell List
Bloodpool3rd level transmutation
Casting Time: 1 action |
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You create a pool of blood in a 10-foot radius around a point within range. The pool remains for the duration.
Any creature that enters the pool for the first time on its turn or starts its turn there is weakened until the end of its next turn. Each time a weakened creature takes piercing or slashing damage, it takes an extra 2d4 damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d4 for each slot level above 3rd.
Furious Blade of Ansbach4th level transmutation
Casting Time: 1 action |
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You create a blade of bloodflame from your hand and leap toward a creature within range, moving next to it. Make two melee spell attacks against the target and any creatures of your choice within 5 feet of it.
On a hit, any targets take 4d6 slashing damage. Critical hits scored with this attack deal an extra 5d4 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make one additional attack.
Oath of the Tree Sentinel
Those that swear the oath of the Tree Sentinel seek to emulate the great heroes that protect the Erdtree, or might even be one themselves. Fully realised Tree Sentinels are an inspiration to the faithful knights of the Lands Between. The Tree Sentinels adopted many different strategies and spells to defeat the enemies of the Erdtree, but one thing remained consistent - their faith in the Erdtree itself, and the ideals it represents.
Tenets of the Tree Sentinel
Guardians of the Erdtree, Protect the Erdtree with your life and by holy means. If it is threatened in war, be the first to fall in its defence.
Scion of the Golden Order. Do not use any forbidden or heretical magic, only that which is permitted underneath the Erdtree's order.
Stalwart Leadership. Become the bulwark of faith that leads the people of the Lands Between on the holy path - where others follow, you must lead.
Oath Spells
Choose which type of Tree Sentinel you are, Draconic or Erdtree: you gain oath spells at the paladin levels listed.
Oath of the Draconic Tree Sentinel Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Electrify Armament, Lightning Spear |
| 5th | Dragonbolt Blessing |
| 9th | Ancient Dragon's Lightning Strike, Honed Bolt |
| 13th | Lightning Strike |
| 17th | Ancient Dragon's Lightning Spear |
Oath of the Erdtree Sentinel Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Flame Fortification, Urgent Heal |
| 5th | Immutable Shield |
| 9th | Blessing's Boon, Golden Vow |
| 13th | Law of Causality |
| 17th | Barrier of Gold, Wrath of Gold |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options, depending on which type of Tree Sentinel you are.
Draconic: Lightning Burst. Using your Channel Divinity as an action, you thrust your offhand in the air, summoning red lightning upon a creature within 60 feet of you. It must make a Dexterity saving throw or take lightning damage equal to 2d6 + your Paladin level. You can repeat this action for two more turns without expending your Channel Divinity.
Draconic: Wave of Lightning. Using your Channel Divinity as an action, you swing forth, unleashing a wave of red lightning in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 2d6 + your Paladin level lightning damage, or half as much on a successful one.
Erdtree: Shield Slam. As an action, you raise a shield in your hand using your Channel Divinity, causing it to glow and leaping (with your mount if you are riding one) to a point within 10 feet of you. Each creature other than you within 5 feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage plus 2d6 radiant damage and is knocked prone.
Erdtree: Gleaming Vow. Using your Channel Divinity as a bonus action, you raise your weapon in salute to the Erdtree. Your next attack is made at advantage and scores a critical hit on a roll of 19 or 20.
Draconic Smite
At 3rd level, if you are a Draconic Tree Sentinel, the damage type of divine smite is changed to lightning.
Sentinel's Bond
Starting at 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Additionally, when you cast a spell or use your channel divinity, you can choose to grant your mount immunity to the effects and damage of that feature.
Branch & Bough
At 7th level, you can wield glaives, halberds and pikes with one hand if you are using a shield.
Unshakable Roots
At 15th level, each creature within 30 feet of you has advantage on Wisdom saving throws and saving throws against being frightened.
Glimpse of Abundance
When you reach 20th level, you can call upon the lost age of abundance of the Erdtree's past using your action. For one minute, you gain the following benefits:
- Any healing you cause or receive is treated as if you rolled the maximum number on any dice rolled.
- You can use lay on hands with your bonus action.
- You gain extra spell slots of each level from one to five: you can use each spell slot once.
- You gain a +3 bonus to your AC.
Once you use this feature, you can't use it again until you finish a long rest.