Gamahl's Guide to Redemption

by SkullDM

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Gamahl's Guide to Redemption
This document includes:
  • A revision on Paladin Subclasses
  • A rework on Oath breaking mechanics
  • Reworked cleric subclasses
  • New Subclasses
Subclasses Included
  • All Paladin Subclasses
  • Oath of Sentinel
  • Knowledge Domain
  • Peace Domain
  • Herald Rogue
  • Flame Lurker Ranger
  • Divine Magus

Compendium 1, Paladin Oath Redesign.

The original progression of a paladin oath always felt odd considering their entire theme surrounds them taking a sacred oath, however, said oath does not come until third lvl. In this document all oaths will be reworked to come at 1st lvl, alongside providing an additional 1st lvl subclass feature.

Notes

The new and reworked features of all paladin subclasses will be features here instead of rewriting their already fine features here. However, the Oath of glory will get a full rework.

Oath of Ancients

Radiant Light (New 1st lvl feature)

When you take this Oath at first lvl, you are given a radiant light to shine in dark moments. You learn the light cantrip and when you cast it, it can dispell magical darkness of 2nd level and lower.

Channel Divinity

  • Nature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for up to 5 creatures within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Oath of Conquest

Staredown (New 1st lvl Feature)

When you take this Oath at 1st lvl, even your gaze can cause your foes to tremble. When you take the attack action, you may stare ominously at a creature within 30 feet of you as a bonus action. The creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Whether they succeed or fail, they become immune to this feature until the next 24 hours....if they live that long.

Oath of Crown

Fearless Charge (New 1st lvl feature)

When you take this Oath at 1st lvl, you become more brave than before. On the first turn of combat, you have double your movement speed.

Oath of Devotion

Paragon (New 1st lvl Feature)

When you take this Oath at 1st lvl, people start to feel at ease and trust you more. You gain Proficiency in the persuasion skill. If you already have it, choose another skill you are proficient with to gain expertise in.

Oath of Redemption

Redemption's Aid (New 1st lvl feature)

When you take this Oath at first lvl, the power of believing in the better, aids you. When you don't take the attack action or cast a harmful spell, your AC is increased by 2 until the end of your next turn.

Oath of Vengeance

Avenger's Wrath

When you take this Oath at 1st lvl, your hatred for evil and the wicked fuel your strikes. When a creature makes an attack against you, you can use your reaction to deal 1d8 + your charisma modifier radiant damage to that creature

Oath of Watchers

Watchful Sense (New 1st lvl feature)

When you take this Oath at 1st lvl, your senses become sharper to your surroundings. You gain Proficiency in the perception skill. If you already have it, choose another skill you are proficient with to gain expertise in.

Oath of Glory

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

Tenets of Glory

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

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

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

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

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

Destiny's Call

When you take this Oath at 1st lvl, you are pleased to face a new challenge. When you roll initiative, you may choose to give yourself a +5 on the roll. Once you use this feature, you must finish a long rest to use it again.

You gain oath spells at the paladin lvls listed.

Paladin LvL Spells
3rd Heroism, Guiding Bolt
5th Enhance Ability Spritual Weapon
9th Haste Protection from Energy
13th Compulsion Freedom of movement
17th Flame Strike Circle of Power

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

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

Aura of Alacrity

At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 15 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 15 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Glorious Defence

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you or the ally can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapons' range.

Living Legend

At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Saving throws.

  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

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

Compendium 2, Oath Mechanics

In this section, we will dive into the Oaths and Oathbreaking mechanics and will redesign them to better fit the narrative and game mechanics players and GMs seek. This document will not only provide different suggestion on how to deal with Oaths and Oathbreakers, but will also include various new Oathbreaker variants for you to enjoy.

What is an Oath?

I believe Oaths are sacred vows and grant a paladin their powers. These oaths themselves carry so much power that Paladins technically do not need to worship a deity to gain their powers. Which results in me believing Oaths are magical in nature and these magic works hand in hand with a Paladin's tenets. Which is why i suggest you players and GMs to embrace your Oath's tenets and take them seriously. It is only in this way that the following revisions on Oath mechanics and come to fruition.

Keeping an Oath

Similarely to the Dungeon masters guide, I believe that if a Paladin fails to uphold the tenets of their Oath they must be punished. But I do not agree with the severity of the punishments suggested nor how loosely they are written.

Hence, I am here to change that.

The First Mistake:

When a paladin breaks one of their tenets by mistake or out of carelessness, they will be warned. This warning can come directly from the DM or be told to them by a mysterious sensation or voice deep rooted in their heart. Whatever the case, this warning must also come with encouragement to repent and to be more careful on the importance of their tenets.

This not only sets the foundation of what to expect for the player but also helps to not immediately lose their powers and fun of the moment. Since this warning comes at the end of the day or after the mistake as been made.

The Talk

Sometimes Tenets of an Oath are very subjective. It is recommended to talk with your player and DM about how each tenets of an Oath can be broken, so that no arguments are mad, try to agree on a middle ground. Also, it would be sensible if a player would like to have different, personal tenets for their paladin as opposed the original tenets provided in the subclasses.

The Second Mistake:

Upon breaking a Tenet the second time, the powers of a Paladin start to Falter. This time, instead of a warning, they must be punished and reminded of their oath's importance. They will lose access to one or more of the following class feature for 1d4 days, should the paladin repents.

  • Divine Smite
  • Lay on hands
  • Casting Spells
  • Channel Divinity
  • Aura of protection
  • Aura of Courage
  • Divine Sense
  • Divine health
  • Improved divine Smite
  • Cleansing Touch
  • Any Subclass feature

While the severity of this punishment depends on how the Tenet was broken, it is recommended to never take more that 3 of the mentioned features away. (You can only take features away that a paladin has access to at its current lvl)

Should the Paladin not repent, these features will stay gone until they do. Should a paladin repent, but break their tenet again later, they will instantly move into the next phase.

Final Mistake:

Should the paladin break a tenet for the third time, the divine power that surged through them leaves their bodies. This leaves them in a vulnerable state, which allows for other types of powers to take root inside of them. Often times, ones of more sinister nature.

They must choose to follow their path as an Oathbreaker options provided in this document.

Notes

Sometimes a player may not be interested in becoming an Oathbreaker, or perhaps they simply wish to rest their Oath once it feels done. A Vengeance paladin that swore the Oath when a red dragon reduced his village to cinder, may not be compelled to continue this path once the dragon is slain. In this case, I recommend them to either change their Oath to another, or change their class from Paladin to Fighter. I recommend to limit their subclass choice to Champion, Battle Master or Cavelier. A revised version of Champion has been done by Kibble's Tasty's. And a revised Cavelier written by me exists here.

Compendium 3, Oathbreakers

The Oathbreaker option found in the dungeon masters guide while potentially interesting, provides only one avenue for an Oathbreaker. The options provided here, give more options to those who are not satisfied with the vanila Oathbreaker.

What are Oathbreakers?

An Oathbreaker not only fails to uphold their oath, they often actively forsake it or take its Tenets to the extremes to the point of no longer being sacred. These Knights now walk a darker path or perhaps live the tragedy of failing to live up to their responsibilities and seek atonement. The Oathbreaker options in this Document may alter some core features of the paladin class to better fit their theme.

Death Knight

Often times, when a Paladin breaks their oath and becomes abandoned by the sacred forces that once blessed them, it is darkness and hatred that seizes the opportunity to claim their hearts. Death Knights are feared by many, as they channel this hatred and darkness to assert control over the undead and toy with the forces of life and death.

Features Changes

  • Life Siphon. Replaces Lay on Hands, whenever a small or larger creature that isn't undead or construct dies within 10 feet of you, you can use a reaction and siphon the last bits of life remaining out of them. Regaining 10 hitpoint, to a maximum of 5 times your level in this class.

  • Unholy Strike. Replaces Divine Smite, tarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is not an undead or construct, to a maximum of 6d6.

  • Improved Unholy Strike. Replaces improved Divine Smite, By 11th level, you are so suffused with hatred might all your melee weapon strikes carry necrotic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 necrotic damage.

Death Knight Spells

You gain oathbreaker spells at the paladin levels listed.

Paladin LvL Spells
3rd Hellish Rebuke, Inflict Wounds
5th Crown of Madness Darkness
9th Animate Dead Bestow Curse
13th Blight Death Ward
17th Contagion Cloudkill

Death Touched

At 1st lvl, you become resistant to the sensation of death. Perhaps you've already died before when you failed your Oath.

You gain resistant to necrotic and poison damage.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

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

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

Aura of Hate

Starting at 7th level you, as well any undead of your choice within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

Undead Warrior

At 15th lvl, your control over forces of life and Death makes you a fearsome foe. When you are reduced to 0 hitpoints, roll a constitution check. On a roll of 14 or higher, you instead stay at1 hitpoint. You can't benefit from this feature if you are reduced to 0 hitpoints by radiant damage.

Death bringer

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 necrotic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

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

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

Treacherous Knight

Treacherous Knights are former paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these former paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.

Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery

Features Changes

  • Treacherous Strike. Replaces Divine Smite, starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal poison damage to the target, in addition to the weapon's damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10.

  • Improved Treacherous Strike. Replaces improved Divine Smite, By 11th level, your deceitful nature allows you to always have your weapon coated in poison. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d10 poison damage.

Treacherous Knight Spells

You gain oathbreaker spells at the paladin levels listed.

Paladin LvL Spells
3rd Expeditious Retreat, Charm Person
5th Invisibility Mirror Image
9th Gaseous Form Blink
13th Blight Greater invisibility
17th Dominate Person Passwall

Backstabbing Traitor

At 1st lvl, you prefer to get close to your foes and strike them from behind. You ignore the disadvantage on stealth checks from heavy armors as long as you use light weapons like a dagger.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when you or an ally and your illusion are within 5 feet of a creature that can see the illusion, you or the ally have advantage on attack rolls against that creature, given how distracting the illusion is to the target. If a creatures makes an attack roll against you or the illusion, then can make an investigation check against your spell save DC. On a success, they see through the illusion and are no longer distracted by it.

  • Venemous Blow. As a bonus action, you can coat your weapon with a powerful venom that lasts for 1 minute. The next time you hit a creature with that weapon, they must succeed on a Consitution saving throw or take 6d8 poison damage or half as much on a successful save.

Aura of Treachery

Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

  • Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

  • Devious Blow. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make a weapon attack roll against them with a light weapon.

Traitor's Escape

At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.

  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to half your paladin level worth of poison damage.

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

Flagellant Knight

Sometimes the only thing that remains when a sacred power of an Oath abandons a paladin is the sensation of regret and desperation for forgiveness. Such moments create those that seek atonement in the most gruesome way for themselves.

Feature Changes

  • Lashes of Sacrifice. Replaces Lay on Hands, You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 10, however you take a number of necrotic damage equal to half the amount you heal as well. This damage can not be reduced in any way.

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

This feature has no effect on undead and constructs.

  • Lashes of Atonement. Replaces Divine Smite, starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal slashing damage to the target, in addition to the weapon's damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. However, you also take 1d6 slashing damage yourself plus 1d6 for each spell level higher than 1st.

  • Improved Lashes of Atonement. Replaces improved Divine Smite, By 11th level, Your wounds start to feel natural and deserved. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 slashing damage.

Flagellant Knight Spells

You gain oathbreaker spells at the paladin levels listed.

Paladin LvL Spells
3rd Absorb Elements, False Life
5th Cloud of Daggers Warding Bond
9th Haste Life Transference
13th Aura of Purity Death Ward
17th Greater restoration Mass cure wounds

Unarmored Defense

At 1st lvl, you prefer to not wear armor and show the wounds you caused yourself in hopes of forgiveness. When you aren't wearing armor or using a shield, your armor is equal to 10 + your Charisma Modifier + your Constitution Modifier.

While unarmored in this way, you take half damage from your Lashes of Atonement feature.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Sanguine Sacrifice. As an action, you bleed yourself for others. Up to 3 creatures within 10 feat of you regain 2d6 + half your paladin level rounded down hitpoints and you lose that amounts of hitpoints.

  • More, MORE. As a bonus action, you force all creatures within 30 feet to succeed on a wisdom saving throw against your spell save DC, or become compelled to only attack you or force you to make a saving throw until the end of your next turn. If a creature can not attack you or force a saving throw upon you without affecting other creatures, it must pass its turn.

Aura of Enduring

At 7th lvl, you start to enjoy the sensation of the pain in the promise of salvation. Whenever an allied creature within 10 feet of you loses hitpoints, you gain a number of temporary hitpoints equal to 1d12 + your Charisma Modifier.

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

Unyielding

At 15th lvl, You wont accept death until you are forgiven. When you drop below half your hitpoints maximum, you become resistant to all damage types.

Rapturous

At 20th level, you gain the ability to forgo all feelings of self preservation as a final mean to Atonement. As a bonus action, you gain the following benefits for 1 minute:

  • You automatically fail all dexterity saving throws

  • You gain +10 to initiative. If initiative has already been rolled, increase your initiative by 10 and move yourself up the initiative tracker accordingly for next round.

  • Double the dies of all your weapon attacks damage dies and your Lashes of atonement feature.

Blasphemous Knight

Just like the tale of how Zariel fell from the heavens into the depths of Avernus, some paladins follow the same fate. These paladins may forsake their Oaths and join the forces of hell by their own choice and believing it to be the correct path, or they could have been persuaded to the Nine hells once they failed their Duty. Either way, they now fight for a different war.

Feature Changes

  • Blasphemous Smite. Replaces Divine Smite, starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or fiend to a maximum of 6d8.

  • Improved Blasphemous Smite. Replaces improved Divine Smite, By 11th level, Hellish fire spews out from you. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 Fire damage.

Blasphemous Knight Spells

You gain oathbreaker spells at the paladin levels listed.

Paladin LvL Spells
3rd Hellish Rebuke, Armor of Agathys
5th Aganazzar's Scorcher Scorching Ray
9th Fireball Spirit Gaurdians
13th Summon Greater Demon Wall of Fire
17th Infernal Calling Immolation

Hell-Sworn

At 1st lvl, your allegiance to the 9 hells has garnted you with a boon. You have resistant to fire and cold damage.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Takers Flame. As an action, you call upon the might of Zariel and slam you weapon down. A pillar of fire bursts out of the ground in 30 feet long 5 feet wide long line and all creatures inside must making a dexterity saving throw. Taking 3d6+ half your paladin lvl fire damage on a failure and half as much on a success.

  • To hell and Back. As a bonus action, harness the heat of the 9 hells, making yourself immune to fire and cold damage until the end of your next turn.

Aura of Blasphemy

At 7th lvl, you unleash the heat of Avernus with yourself. Once per turn when a creature within 10 feet of you takes fire damage, they take an additional 1d8 fire damage as well.

At 18th lvl, the range of this Aura increases to 30 feet.

Fade to Flames

At 15th lvl, you become one with the flames of hell. When you take damage by a melee attack, you may use your reaction to deal a number of fire damage to that creature equal to your Charisma modifier and teleport to an unoccupied space with 10 feet of yourself.

Fallen Angel

At 20,th lvl, you can rival the angels of heaven despite being in the fires of avernus. As a bonus action, you can grant yourself the following features.

  • You gain a flying speed of 60 feet.

  • You ignore resistance and immunity to fire damage

  • You have advantage on attack rolls against celestials and fiends.

  • Celestials and fiends have disadvantage on attacking you.

Once you use this feature, you must finish a long rest to use it again.

Absolution Knight

Upon failing their Oath, a paladin might come to a sudden realization that can be the wake up call then need to find their way back to the embrace of the divine power they lost.

Features Changes

  • Prayer for Absolution. Replaces Lay on Hands, During short rest, you may pray for forgiveness and bolster yourself and heal your wounds. You may regain a number of hitpoints equal to 7 times your paladin level. When you regain a number of hitpoints equal to 7 times your paladin lvl in this way, you must finish a long rest to use this feature again.

  • Hopeful Strike. Replaces Divine Smite, starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal slashing/piercing/bludgeoning damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

  • Improved Hopeful Strike. Replaces improved Divine Smite, By 11th level, Your hopes for absolution becomes more desperate. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 slashing/piercing/ bludgeoning damage.

Absolution Knight Spells

You gain oathbreaker spells at the paladin levels listed.

Paladin LvL Spells
3rd Zephyr Strike, Shield Of Faith
5th Augury Lesser restoration
9th Beacon of Hope Revivify
13th Aura of Purity Divination
17th Greater restoration Commune

Divine Seeker

At 1st lvl, you manage to hold onto a glimmer of your former divine strength. When you miss an attack roll or ability check, you may roll a d4 to potentially turn it into a hit or success. Once you use this feature, you can't do so again until you finish a short or long rest.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Encouraging War Cry. As an action, you call upon the faint sense of divinity remained in you to aid your allies. Up to 5 friendly creatures you can see within 30 feet receive 1d10 + half your paladin lvls of temporary hitpoints.

  • No failure again. As a bonus action, bolster yourself. For the next 1 minute you gain a bonus to all skill checks equal to your charisma modifier.

Aura of Absolution

At 7th lvl, the faint divine power inside you grows stronger. Perhaps your atonement is being accepted.

All creatures within 5 feet of you add a 1d4 to attack rolls they make.

This effects increases to 10 feet at 18th lvl.

Till Last Breath

At 15th lvl, you sense that you are so close to being worthy of your Oath once again that you refuse to lose it now. When you are dropped to 0 hitpoints, you won't go unconscious, instead you reamin at 0 hitpoints for a number of rounds equal to your charisma modifier. During this time, any damage to you will result in a failed death saving throw, but you do not need to make a death saving throw during this time yourself.

Once you use this feature, you can not do so again until you finish a long rest.

True Absolution

At 20th lvl, your journey to absolution completes. Choose the 20th lvl feature of any Paladin Oath and use it as your own 20th lvl feature.

Note

These options are meant to be only viable when the narrative of a character demands for it and for GMs to provide more options and dynamic situation for their Paladin players. So it is advised against allowing these options at the start of character creation. Also, note that any Oathbreaker may find their way back to their original Oath. They need not necessarily be only Flagellant or Absolution Knight for 20 lvls. When the time is appropriate, you may allow them to return to their original Oath or perhaps take a new oath that is very narratively sound such as redemption or devotion.

Compendium 4, Cleric reworks

Knowledge Domain

The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.

Knowledge Domain Spells

Paladin LvL Spells
1st Command Identify
3rd Suggestion Augury
5th Nondetection Speak with Dead
7th Arcane eye Locate creature
9th Commune Scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have expertise with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. You are aware of their possible next move, making any attack roll this creature makes at you be at disadvantage and you make any saving throw it forces upon you with advantage. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Potent Spell Casting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Peace Domain Spells

Paladin LvL Spells
1st Heroism Sanctuary
3rd Aid Warding Bond
5th Beacon of Hope Sending
7th Aura of Purity Otiluke's Resilient Sphere
9th Greater restoration, Mass Cure wounds

Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of you, the creature gains a +2 to their Armor Class.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d4 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature within 30 feet of you (including yourself) is about to take damage by an attack roll, You can use your reaction to teleport a creature affected by your Emboldening bond to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Potent Spell Casting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of you. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Compendium 5, New Subclasses

Oath of Sentinel Paladin

Paladins of this Oath often swore this in a group and vow to protect a city, shrine, or temple. While most prefer to stay in their city or place of protection, some set out to adventure nearby and take care of possible threats before they reach their walls.

Tenets of Sentinel

  • Restless. Everyone trusts in you to keep them safe. Hence you shall stay alert no matter what.

  • Selfless You will save the people or place you swore to protect, even if it costs your Life.

  • Versatile With threats to your place of protection varrying in shapes, size, and tactics, you must be adept in various skills to deal with them.

Keen Guardian

At 1st lvl when you take this Oath, your ability to spot and react to threats helps you to not miss any threat. You gain proficiency in Survival skills. If you already have it, choose another skill you are proficient with to gain expertise in.

Sentinel Spells

You gain Sentinel spells at the paladin levels listed.

Paladin LvL Spells
3rd Hunter's Mark, Detect Evil and Good
5th Enhance Ability See Invisibility
9th Counter Spell Sending
13th Dominate Beast Arcane Eye
17th Hold Monster Swift Quiver

Channel Divinity

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

  • Sentinel Bow You can use your channel divinity as a bonus action to summon a golden Longbow in your hands. This magical longbow can only be used by you, and you can use Strength instead of Dexterity for attack rolls and damage rolls made by it, additionally you can use your Divine Smite feature with the attack rolls made by this weapon. The Golden Bow remains for 10 minutes, after which it vanishes into light.
  • Heavenly Volley As an action, you call upon radiant arrows to fall on your enemies from the sky. Force all creatures of your choice within 30 feet of you to succeed on a Dexterity saving throw, taking 2d10 + your paladin lvls radiant damage or half as much on a success.

Aura of Precision

At 7th lvl, you emanate radiant power that makes the your allies aim true. All creature that are within 10 feet of you deal an additional 2d6 radiant damage with their ranged weapon attacks.

At 18th lvl, this range increases to 30 and the damage increases to 3d6.

Guardians Foresight

At 15th lvl, you can briefly see into the future. Whenever you miss an attack roll, you may cause it to hit instead. You may use this feature a number of times equal to your Charisma modifier.

After which, you must finish a long rest to regain all expended uses.

Guardian Angel

At 20th lvl, you become a symbol of safety to all that see you. As an action, you may gain the following benefits for 1 minute.

  • You gain a flying speed of 60 feet.

  • You make Ranged Attack rolls with advantage.

  • As a reaction you can deflect a Ranged attacks made against you gets made against the attacker instead. If it hits, it would deal 2d6 radiant damage instead.

Once you use this feature you must finish a long rest to use it again.

Herald Rogue

The twists and turns of fate can bring curious people to curious places. Herald rogues are Omens of the divine. Sometimes they are chosen by the gods because they have a special spark in them. And sometimes they walk this path to atone for their mistakes and dedicate their lives to a higher purpose.

Omen

At 3rd lvl, you become a sign of the divine. Choose two cantrip from the cleric spell list. Additionally, you gain proficiency with the religion skill.

Radiant Blow

Also at 3rd lvl, you infuse your strikes with greater power. Your sneak attacks can deal radiant or necrotic damage instead.

Sanctified

At 6th lvl, the blessing of the divine in your grows. You can cast Protection from Evil and Good, Shield of faith and Divine favor at will without expending a spell slot.

You may casts these spells in this way a number of times equal to your wisdom modifier. After which you must finish a long rest to regain all expended uses.

Minor Blessing

At 9th lvl, you learn to create small samples of Holy water to aid you in times of need. When you finish a long rest, you may produce a bottle of holy water. Additionally, you may coat your weapon in holy water as well. Granting it an additionally 2d6 radiant damage against fiends or undead for the next 10 minutes.

Leap of Faith

At 13th lvl, you learn to yourself go and be embraced by your god. When you fall from 100 feet or lower, you take no damage and will not be prone.

Divine Agent

At 17th lvl, you become a perfect instrument for your job. When you deal Radiant or Necrotic damage to a creature, you gain advantage on Perception, investigation and insight checks against that creature. Additionally, you can see them even when invisible or within magical darkness.

Additionally, you can cast a 5th lvl or lower spell in the cleric spell list using the normal casting time of the spell, however it wont require any material components.

Once you cast a spell in this way you must finish a long rest to do it again.

Ranger: Flame Lurker

Flame Lurkers are dwellers in hell. They risk their lives and venture deep into the nine circles of hell to slay fiends, help unfortunate souls, seek and destroy any devil or demon that may want to step out of their homeplane. But sometimes, these rangers step into the material plane to vanquish fiends that escape their grasp.

Flame Lurker magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Flame Lurker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger lvl Spells
3rd Hellish rebuke
5th Aganazzar’s Scorcher
9th Magic circle
13th Dimension door
17th Dispel Evil and Good

Brand of Condamnation

At 3rd lvl, you have mastered hellfire. You can invoke a brand on a creature you can see as a bonus action. Once per turn, when you or a friendly creature hit the target with a weapon attack, you deal an additional 1d4 fire damage as hellish fire burns them from inside. Additionally if the creature is a fiend, they take 2d4 fire damage. The damage increases at 11th lvl to 2d4 and 3d4 at 17th lvl for fiends.

The brand last for 1 minute or until you use it on a different creature.

Fiend Vanquisher

Also at 3rd lvl, you have mastered using fiends' weapons against them. You ignore fiends resistance to fire. Additionally, you have advantage on survival or investigation checks meant to track or find fiends.

Infernal Weapon

At 7th lvl, Your mastery with hellfire has reached new grounds! As a bonus action you expend a spell slot and coat your melee weapon with infernal energy. Your weapon does an additional 1d6 fire damage for a first or second lvl slot, 2d6 for a 3rd or 4th lvl slot and 3d6 for a 5th lvl slot.

The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

This effect last for 1 minute. Once a weapon is coated, it can not be coated again until the duration ends.

Blazing steps

At 11th lvl, you make sure you make a safe and tactical retreat when you need to. When you take the disengage action, you leave a train of flame in every unoccupied space you move. The area is considered difficult terrain. These flames are 10 foot high and deal 2d4 fire damage to anyone that passes through them or 2d6 damage against fiends. The flames last until the start of your next turn.

Embrace the Flame

At 15th lvl, you are now one with the flame. You ignore fiend's immunity to fire damage. Additionally as an action, you can become immune to fire and cold damage for one minute. Once you use this feature you can't do so again until you finish a long rest.

Wizard: Order of Divine Magus

Many wizards are known for performing outstanding feats or delving deep into the secret of the arcane. But the Order of Divine Magus wizards, practice an ancient method of magic, past down to them through generations of survivors of an ancient empire. The wizards of the Order of Magus combine the divine and the arcane to grant themselves extra magical might. All wizards are masters of magic, but not all embrace it within their soul.

Divine Sage

Starting at 2nd lvl, you gain proficiency with religion and you learn 2 cantrips of your choice from the cleric spell list.

Magus Arcana

Starting at 2nd level, you have gained the power to embrace your magical energy and channel it into a different type of magic. You may expend a spell slot up to 5th level to gain a number of Magus Points equal to the slot's level. (You cannot use Pact Magic slots in this way.)

Every day, you can prepare a number of spells from the cleric spell list equal to your Intelligence modifier + half your wizard level. These must be of a level you can cast, and can't be higher than 5th level. You can only cast these spells by spending Magus points, expending twice as many points as the spell's level.

(For examaple: If you want to cast Spirit Guardians with a 3rd lvl slot, you must expend 6 Magus Points to do so.)

You lose all Magus points once you finish a long rest.

Arcane Surge

Starting at 6th lvl, you can channel magic through your body more freely. Once you use your Arcane Recovery feature, you also gain a number of Magus Points equal to half your wizard lvl.

Improved Magus Arcana

Starting at 10th lvl, your connection through magic has become stronger allowing you to carefully use your magical energy.

You now only spend Magus Points equal to slot lvl + 2 when using them to cast a cleric spell using 3rd through 5th slots.

(For exmaple: If you want to cast Spirit Guardians with a 3rd lvl slot, you must expend 5 Magus Points to do so. 6 points for casting with a 4th lvl slot, and 7 for a 5th lvl slot)

Ultimate Magus

Starting at 14th lvl, you call upon a great diety's might to perform an spectacular feat. you can cast any cleric spell, expending a spell slot as normal.

Once you use this feature, you must take a long rest before you use it again.

Practice

Safe

Homebrewing

The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.

Cover Art: Skiorh

 

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