Paladin Unchained | A 2024 Paladin Overhaul

by Smug Coffee Man

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Unchained Paladin

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Paladin

Unchained Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, an Unchained Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

Unchained Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.

Almost by definition, the life of an Unchained Paladin is an adventuring life, for every Unchained Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of an Unchained Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.

The Cause of Righteousness

An Unchained Paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different Unchained Paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many Unchained Paladins are devoted to gods of good, an Unchained Paladin's power comes as much from a commitment to justice itself as it does from a god.
Unchained Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of an Unchained Paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every Unchained Paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of an Unchained Paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring Unchained Paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Fighting in the Name of Justice

An Unchained Paladin is a living embodiment of an oath—a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some Unchained Paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.

Although no Unchained Paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Unchained Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.

Personal Goal

The precepts of an Unchained Paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the Unchained Paladin abides by and advances. Aside from that, some Unchained Paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Unchained Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

If your Unchained Paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.

d6 Personal Goal
1 Peace. You fight so that future generations will not have to.
2 Revenge. Your oath is the vehicle through which you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do, or die trying.
4 Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
5 Faith. You know your path is righteous, or else the gods would not have set you upon it.
6 Glory. You will lead the world into a grand new era, one that will be branded with your name.

Symbol

Unchained Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.

Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.

d6 Symbol
1 A dragon, emblematic of your nobility in peace and your ferocity in combat
2 A clenched fist, because you are always ready to fight for your beliefs
3 An upraised open hand, indicating your preference for diplomacy over combat
4 A red heart, showing the world your commitment to justice
5 A black heart, signifying that emotions such as pity do not sway your dedication to your oath
6 An unblinking eye, meaning that you are ever alert to all threats against your cause

Nemesis

Their adherence to a sacred oath demands that Unchained Paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as an Unchained Paladin's most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in an Unchained Paladin's life.

Your Unchained Paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became an Unchained Paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?

d6 Nemesis
1 A mighty orc war chief who threatens to overrun and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and wants you to abandon your religion
5 A rival Unchained Paladin who trained with you but became an oath-breaker and holds you responsible
6 A vampire who has sworn revenge against all Unchained Paladins after being defeated by one

Temptation

Although Unchained Paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.

What is the temptation that your character succumbs to or finds it difficult to resist?

d6 Temptation
1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you'll regret.
2 Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3 Lust. You can't resist an attractive face and a pleasant smile.
4 Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs.
5 Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
6 Greed. Regardless of how much glory and treasure you amass, it's never enough for you.
The Unchained Paladin
Level Proficiency Bonus Features Channel Divinity Lay on Hands Divine Smites Strikes Known Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Martial Strikes, Spellcasting, Unchained Paladin Subclass, Weapon Mastery - - - 1 2 2 - - - -
2nd +2 Divine Health, Divine Smite, Lay on Hands - 10 2 1 3 2 - - - -
3rd +2 Channel Divinity, Martial Might 2 15 2 1 4 3 - - - -
4th +2 Ability Score Improvement 2 20 2 1 5 3 - - - -
5th +3 Extra Attack, Faithful Steed, Power Attack, Subclass Feature 2 25 3 1 6 4 2 - - -
6th +3 Aura of Protection 2 30 3 2 7 4 2 - - -
7th +3 Improved Divine Health 2 35 3 2 8 4 3 - - -
8th +3 Ability Score Improvement 2 40 3 2 9 4 3 - - -
9th +4 Abjure Foes, Aura of Courage 2 45 4 2 10 4 3 2 - -
10th +4 Subclass Feature 2 50 4 2 10 4 3 2 - -
11th +4 Improved Extra Attack, Radiant Strikes 3 55 4 2 11 4 3 3 - -
12th +4 Ability Score Improvement 3 60 4 3 11 4 3 3 - -
13th +5 Greater Faithful Steed 3 65 5 3 12 4 3 3 1 -
14th +5 Restoring Touch 3 70 5 3 12 4 3 3 1 -
15th +5 Subclass Feature 3 75 5 3 13 4 3 3 2 -
16th +5 Ability Score Improvement 3 80 5 3 13 4 3 3 2 -
17th +6 - 3 85 6 3 14 4 3 3 3 1
18th +6 Aura Expansion 3 90 6 4 14 4 3 3 3 1
19th +6 Epic Boon 3 95 6 4 15 4 3 3 3 2
20th +6 Divine Champion 3 100 6 4 15 4 3 3 3 2
Multiclassing

Ability Score Minimum(s): Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: martial weapons

Creating an Unchained Paladin

The most important aspect of an Unchained Paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by Unchained Paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Unchained Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.

How did you experience your call to serve as an Unchained Paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another Unchained Paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the Unchained Paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, Unchained Paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Quick Build

You can make an Unchained Paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.

Class Features

  • Hit dice: 1d10 per Unchained Paladin level.
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unchained Paladin level after 1st.

Proficiencies

Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: one of your choice.
Saving Throws: Strength, Charisma
Skills: Any three of your choice.

Equipment

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

  • (a) Chain Mail, a Shield, a Longsword, 6 Javelins, a Holy Symbol, a Priest's Pack, and 9 GP.
  • (b) 150 GP.

Fighting Style

At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Interception is recommended.

Whenever you gain an Unchained Paladin level, you can replace the feat you chose with a different Fighting Style feat.

Martial Strikes

At 1st Level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn. If a Strike has an Area of Effect, you choose which creatures within that Area of Effect are affected by the Martial Strike. You cannot use a Martial Strike on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

You learn one strike of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.

You learn an additional strike of your choice at 6th (two Strikes), 12th (three Strikes), and 18th (four Strikes) level.

Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Damage Dice. Strikes typically deal a single roll of a Weapon's Damage Dice. At 12th Level in the class you gained your Martial Strikes from, you roll the Weapon's Damage Dice twice when you use a Martial Strike.

Strikes

The strikes are presented in alphabetical order.

Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.

You can move up to your full movement speed when you reach 12th level.

Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

Crush. Cannot be used with Ranged weapons. Each creature within a 10-foot Sphere that expands outward from a point within 5 feet of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.

The radius of the Sphere increases to 20 feet at 12th level.

Cull. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 15 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.

The length and width of the cone increase to 30 feet when you reach 12th level.

Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through makes a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.

At 12th level, you move your full Movement Speed + 5 Feet instead.

Deflect. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier (Melee Weapon or Unarmed) or your Dexterity Modifier (Ranged Weapon) and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.

When you reach 12th level, you can use this Strike gainst all Attacks made against you, even Spell Attacks.

Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.

When you reach 12th level, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which).

Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 10 feet in a straight line or takes half as much damage and is not pushed back on a successful save.

The distance the target is pushed back is increased to 20 feet when you reach 12th level.

Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a Line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.

The Length of the Line becomes 30 Feet and its Width becomes 15 feet when you reach 12th level. Ranged Weapons instead use their full effective range at 12th level.

Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.

When you reach 12th Level, the distance the target is pulled is 30 feet.

React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.

The distance the target is pushed is increased to 10 feet when you reach 12th level.

Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 10-foot Sphere of that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The radius of this feature increases to 20 feet when you reach 12th level.

Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 10-foot Emanation centered on you must make a Dexterity Saving Throw as you spin your weapon around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The Emanation of this feature increases to 20 feet when you reach 12th level.

Spellcasting

At 1st level, you have learned to cast spells through prayer and empowerment by a deity or pantheon. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Paladin spells, which appear on page 26 of this document.

Spell Slots. The Unchained Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Unchained Paladin spells. Compelled Duel and Searing Smite are recommended.

The number of spells on your list increases as you gain Unchained Paladin levels, as shown in the Prepared Spells column of the Unchained Paladin Features table. Whenever that number increases, choose additional Unchained Paladin spells until the number of spells on your list matches the number in the Unchained Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Unchained Paladin, your list of prepared spells can include six Unchained Paladin spells of level 1 or 2 in any combination.

If another Unchained Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Unchained Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Unchained Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Unchained Unchained Paladin spells. This symbol can be painted on a shield and still function as a Spellcasting Focus for your Unchained Unchained Paladin spells.

Unchained Paladin Subclass

At 1st level, you gain an Unchained Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Paladin level or lower.


Additionally, choose a Deity or Pantheon provided by your DM. You must follow their Virtues to the best of your ability, and avoid performing actions that fall under their Anethema. Each Deity should have one or more Unchained Unchained Paladin Subclassess associated with them, though your DM has final say as to what Deity, Pantheon, or Entity your Unchained Unchained Paladin can worship for each Subclass. DMs should see the Unchained Rules document for more information on what happens when a Cleric or Unchained Paladin loses favor with the source of their Divine power, or a Warlock loses favor with their Patron.


Each Unchained Paladin Subclass also has its own Virtues. If a DM doesn't want to create individual Virtues for each Deity or Pantheon in their setting, then they can have an Unchained Paladin adhere to the Virtues of their Oath instead while still choosing a Deity or Pantheon to draw power from that bes aligns with that Unchained Paladin's Oath. If a DM does use Deity Virtues, then the Unchained Paladin also chooses one or more Virtues from their Oath to adhere to, as well as the Virtues of their Deity.

Weapon Mastery

At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

You gain the ability to use the mastery properties of more kinds of weapons at Unchained Paladin Levels 5 (three weapons) and 10 (four weapons).

Divine Health

At 2nd level, the divine magic flowing through you makes you immune to disease.

Divine Smite

At 2nd level, you gain the ability to infuse your divine power into your strikes. Once per Round, when you declare a Melee Weapon or Unarmed Strike, you can use this feature (no action required). If you score a hit, you deal an additional 2d8 Radiant Damage to the target of the attack. If the target was a Fiend or an undead, increase the Radiant Damage by 1d8. If you miss the Attack, you do not expend a use of this feature (but you can still only use this Feature Once per Round).

You may use this feature a number of times equal to the amount listed on the Divine Smite column of the Unchained Paladin Features Table, and regain all expended uses when you finish a Long Rest.

Your Divine Smite improves at certain Unchained Paladin levels, as shown on the table below. Additionally, if you have no remaining uses of your Divine Smite Feature, you may expend a Spell Slot of the level shown on the table below (no action required) to regain one use of your Divine Smite Feature.

Unchained Paladin Level Base Damage Dice Spell Slot Level
2 2d8 1
5 3d8 2
9 4d8 3
13 5d8 4
17 6d8 5

Lay on Hands

At 2nd level, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Unchained Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.

Channel Divinity

At 3rd level, you can channel divine energy directly from your Deity or Pantheon, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Unchained Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Unchained Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Martial Might

At 3rd Level, you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift as well as for wielding weapons designed for larger creatures.

You count as two sizes larger at Level 10 of this Class and three sizes larger at Level 15 of this Class.

Additionally, you now add your Strength Modifier (minimum +1) to all Dexterity (Stealth), and Charisma (Persuasion), and Charisma (Intimidation) Skill Checks you make.

Ability Score Improvement

When you reach Unchained Paladin Level 4, and again at Unchained Paladin Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Faithful Steed

At 5th level, you can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short or Long Rest. When you cast the Spell in this way, the steed is always a Celestial.

Power Attack

At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

Aura of Protection

At 6th level, you radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

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

If another Unchained Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Improved Divine Health

At 7th level, you gain Resistance to Poison Damage and Immunity to the Poisoned Condition.

Abjure Foes

At 9th level, as a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Aura of Courage

At 9th level, you and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Improved Extra Attack

At 11th level, you can attack three times, instead of once or twice, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip. However, each Attack Roll you make beyond the first with the Attack Action suffers a -1 penalty that stacks with itself.

Radiant Strikes

At 11th level, Your strikes now carry divine power. When you hit a target with an attack roll using a Melee Weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Greater Faithful Steed

At 13th level, you can call on the aid of a more fantastic steed. You always have the Find Greater Steed (XGE) spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short or Long Rest. When you cast the Spell in this way, the steed is always a Celestial.

Restoring Touch

At 14th level, when you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.

Aura Expansion

At 18th level, your Aura of Protection, Aura of Courage and any auras granted by your Subclass are now 30-foot Emanations.

Epic Boon

At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Divine Champion

At 20th level, you have become the perfect representation of a divine warrior. Your Strength and Charisma scores increase by 4, to a maximum of 26.

Ancients

The Oath of the Ancients is as old as the first elves. Unchained Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.

These Unchained Paladins have the following Virtues:

  • Kindle the light of hope.
  • Shelter life.
  • Delight in art and laughter.

Oath of the Ancients Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Ensnaring Strike, Speak with Animals
5th Misty Step, Summon Beast
9th Plant Growth, Protection from Energy
13th Charm Monster, Grasping Vine
17th Commune with Nature, Tree Stride

Nature's Bounty

At 1st level, you learn one Cantrip from the Unchained Druid Spell list. It counts as an Unchained Paladin Spell for you.


When you gain a level in the Unchained Paladin class, you can swap this Cantrip for another from the Unchained Druid Spell List.

Nature's Favor

At 1st level, you gain proficiency in the Nature Skill. If you are already proficient in the Nature Skill, you gain Expertise in the Nature Skill instead.

Nature's Wrath

At 5th level, As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw against your Spell Save DC or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Aura of Warding

At 10th level, ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

Undying Sentinel

At 10th level, when you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Unchained Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.

Additionally, you can't be aged magically, and you cease aging entirely.

Ancient Champion

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.

Regeneration. At the start of each of your turns, you regain 10 Hit Points.

Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.

Oath of Conquest

The Oath of Conquest calls to Unchained Paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these Unchained Paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

These Unchained Paladins share the following Virtues:

  • Shatter your enemies' resolve with overwhelming force.
  • Tolerate no dissent and treat your word as law.
  • Strength is the ultimate rule.

Oath of Conquest Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Cause Fear (XGE), Command
5th Hold Person, Suggestion
9th Bestow Curse, Fear
15th Compulsion, Phantasmal Killer
17th Dominate Person, Hold Monster

Scornful Rebuke

At 1st level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, you can use a reaction to cause that creature takes psychic damage equal to 1d8 plus your Charisma modifier (minimum of 1) if you're not incapacitated.

You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can also expend a Level 1 Spell SLot to regain a use of this feature.

Conquering Presence

At 5th level, you can use your Channel Divinity to exude a terrifying presence. As a Magic Action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike

At 5rd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

At 10th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Unchained Paladin level if it starts its turn there.

At 18th level, the radius of this feature increases to a 30-foot emanation.

Invincible Conquerer

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with overwhelming power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Conquerer's Guard. You and allied creatures within the aura have resistance to all damage.

Overwhelming Offense. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Unmatched Brutality. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The Unchained Paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These Unchained Paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, Unchained Paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.

These Unchained Paladins share the following Virtues:

  • Obey and respect the law.
  • Always stay true to your word.
  • Do what you must for the sake of order.
  • Accept the consequences of your actions.

Oath of the Crown Spells

At 3rd level, and again when you reach an Unchained Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Charm Person, Divine Favor
5th Silence, Zone of Truth
9th Crusader's Mantle, Tongues
15th Banishment, Gate Seal (SatO)
17th Geas, Yolande's Regal Presence

Aura of Loyalty

At 1st level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

At 18th level, the radius of this feature increases to a 30-foot emanation.

Challenge of the Crown

At 5th level, as a bonus action, you can expend a use of your Channel Divinity feature to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide

At 5th level, as a bonus action, you can expend a use of your Channel Divinity feature to bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d10 Plus your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Unyielding Dedication

At 10th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Absolute Law

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with the strength of law, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Law of Disarming. You and any allied creatures within your aura have resistance to bludgeoning, piercing, and slashing damage.

Law of Life. You and any allied creatures within your aura have advantage on Death Saving Throws.

Wisdom of Law. You and any allied creatures within your aura have advantage on Wisdom saving throws.

Devotion

The Oath of Devotion binds Unchained Paladins to the ideals of justice and order. These Unchained Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some — for better or worse — hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods' Virtues as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

These Unchained Paladins share the following Virtues:

  • Teach others of your Deity or Pantheon.
  • Let your word be your promise.
  • Protect the weak and never fear to act.
  • Let your honorable deeds be an example.

Oath of Devotion Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Bless, Shield of Faith
5th Lesser Restoration, Spiritual Weapon
9th Beacon of Hope, Revivify
13th Aura of Purity, Death Ward
17th Commune, Greater Restoration

Divine Empowerment

At 1st level, you learn one Cantrip from the Unchained Cleric Spell List.


When you gain a level in the Unchained Paladin class, you can swap this Cantrip for another from the Unchained Cleric Spell List.

Divine Shield

At 1st level, when you cast the Level 1 Spell Shield of Faith as an Unchained Paladin Spell, the bonus to Armor Class it grants is equal to the number of times you can use your Divine Smite Class Feature.

Sacred Weapon

At 5th level, when you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.


The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.


You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.

Aura of Devotion

Starting at 10th level, you and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Smite of Protection

At 10th level, your magical smite now radiates protective energy. Whenever you use your Divine Smite Unchained Paladin Class Feature, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Holy Nimbus

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

Glory

Unchained 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.

These Unchained Paladins share the following Virtues:

  • Endeavor to be known by your deeds.
  • Face hardships with courage.
  • Inspire others to strive for glory.

Oath of Glory Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Heroism, Searing Smite
5th Magic Weapon, Protection from Poison
9th Haste, Protection from Energy
13th Death Ward, Freedom of Movement
17th Jallarzi's Storm of Radiance, Legend Lore

Aura of Alacrity

At 1st level, Your Speed increases by 10 feet.

At 6th level, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet until the end of their next turn.

Inspiring Smite

At 5th level, immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Unchained Paladin level, divided among the chosen creatures however you like.

Peerless Athlete

At 5th level, As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).

Glorious Defense

At 10th 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 take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Living Legend

At 15th level, You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.

Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.

Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

Justice

The Oath of Justice is taken by those who would stand against injustice wherever it appears, and those who would stand for fair and just trial for those who have done wrong. They believe that justice can only be true if it is blind and objective.

These Unchained Paladins share the following tenents:

  • Be objective in passing judgement against those who do evil.
  • The Punishment must fit the crime.
  • Seek to aid the victims of injustice wherever you can.

Oath of Justice Spells

At 3rd level, and again when you reach an Unchained Paladin level specified in the Oath of Justice Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Detect Evil and Good, Protection from Evil and Good
5th Calm Emotions, Zone of Truth
9th Bestow Curse, Remove Curse
13th Banishment, Divination
17th Commune, Scrying

Balanced Scales

At 1st level, if you would have Disadvantage on an Attack Roll due to a condition, spell, or other magical effect, you can use this feature (no action required) to cancel that Disadvantage.

You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Cry of Justice

At 5th level, you can use your Channel Divinity to bolster your allies. As a Bonus Action, you can expend your use of your Channel Divinity feature to grant all allied creatures within 30 feet of you 1d10 + your Charisma Modifier (minimum of 1) temporary hit points.

Disheartening Truth

At 5th level, you can use your Channel Divinity to force every hostile creature within 15 feet of you to make a Wisdom Saving Throw against your Spell Save DC. On a failure, those creatures have disadvantage on attack rolls against creatures other than you for 1 minute.

Aura of Justice

At 10th level, once per round, when a creature within 10 feet of you misses an attack roll, they can add your Charisma Modifier to the amount rolled, potentially turning a miss into a hit.

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

Justice Sees All

At 10th level, you gain truesight out to 10 feet, and if a creature within 10 feet of you gains the invisible condition you can use your reaction to force that creature to take 1d8 Radiant Damage.

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

Form of Justice

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with the power of truth and justice, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Laid Bare. You and any allied creatures within a 30 foot emanation of you are immune to the charmed and blinded conditions.

The Whole Truth. You and all creatures within a 30 foot emanation of you are considered under the effects of the Spell Zone of Truth.

True Justice. All Melee Weapon Attacks and Unarmed Strikes you land deal an additional 1d8 Radiant Damage. If a creature has Proficiency or Expertise in the Deception Skill, this damage is increased to 2d8.

Noble Genies

Unchained Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.


Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse - including the Elemental Planes. These paladins share the following tenets:


These Unchained Paladins share the following Virtues:

  • Sow the seeds of creation amid the ashes of destruction.
  • Lead with splendor and grace.
  • Respect the elements, and fear their wrath.

Oath of Noble Genies Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Chromatic Orb, Thunderous Smite
5th Mirror Image, Phantasmal Force
9th Fly, Gaseous Form
13th Conjure Minor Elementals, Summon Elemental
17th Banishing Smite, Contact Other Plane

Genie's Splendor

At 1st level, you gain the following benefits.


Genie's Knowledge. You gain Proficiency in one Skill of your choice.


Genie's Protection. If you are wearing Light Armor, you you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).


Unarmored Defense. If you are wearing no armor, you calculate your Armor Class as 10 plus your Strength and Charisma Modifiers. At 10th level, this is increased by +1. You can use a Shield and still gain this benefit.

Elemental Smite

At 5th level, immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.


Dao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.


Djinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.


Efreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.


Marid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.

Aura of Elemental Shielding

At 5th level, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder damage. You and your allies have Resistance to that damage type while in your Aura of Protection. At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).


At 15th level, you pick two of these damage types instead of one.

Elemental Rebuke

At 10th level, when you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.


You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Noble Scion

At 15th level, as a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).


Flight. You have a Fly Speed of 60 feet and can hover.


Minor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.

Open Sea

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, Unchained Paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.

These Unchained Paladins share the following Virtues:

  • Live free and protect the freedom of others.
  • Let nature guide you.
  • Embrace change.
  • Be proactive in your duties.

Oath of the Open Sea Spells

At 3rd level, and again when you reach an Unchained Paladin level specified in the Oath of the Open Sea Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Create or Destroy Water, Purify Food and Drink
5th Misty Step, Watery Surge (SCoC)
9th Create Food and Water, Tidal Wave (XGE)
15th Control Water, Watery Sphere (XGE)
17th Commune With Nature, Maelstrom (XGE)

Stormy Waters

At 1st level, whenever a creature moves into or out of your reach, you can use a Reaction to force the creature to make a Strength Saving Throw. They take 1d10 plus your Charisma Modifier and are knocked prone on a failed save.

Marine Layer

At 5th level, you can expend a use of your Channel Divinity feature as an action to channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Fury of the Tides

At 5th level, you can expend a use of your Channel Divinity feature as a bonus action to channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Aura of Liberation

At 10th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

At 18th level, the radius of this feature increases to a 30-foot emanation.

Myththical Swashbuckler

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the seas, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Batten the Hatches. You have advantage on Athletics checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.

Divine Duelist. If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.

Fast Footwork. You can take the Dash or Disengage action as a bonus action.

Move Like the Waves. You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

Redemption

The Oath of Redemption sets an Unchained Paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Unchained Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These Unchained Paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Unchained Paladins who follow this path are known as redeemers.

These Unchained Paladins share the following Virtues:

  • Nurture peace and understanding.
  • Use violence only as a last resort.
  • Guide those seeking redemption.
  • Act with wisdom.

Oath of Redemption Spells

At 3rd level, and again when you reach an Unchained Paladin level specified in the Oath of Redemption Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Comprehend Languages, Sleep
5th Calm Emotions, Hold Person
9th Hypnotic Pattern, Tongues
15th Charm Person, Otiluke's Resilient Sphere
17th Hold Monster, Wall of Force (MCoC)

Conflict Resolution

At 1st level, you learn the Friends Cantrip. It counts as an Unchained Paladin Cantrip for you.

Additionally, you gain proficiency in the Persuasion and Insight Skills. If you are already proficient in either of these skills, you gain Expertise in the Skill(s) you are proficient in instead.

Emissary of Peace

At 5th level, you can use your Channel Divinity feature to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Persuasion checks for the next 10 minutes.

Rebuke the Violent

At 5th level, you can use your Channel Divinity feature to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Guardian Aura

At 10th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the radius of this aura increased to a 30-foot emanation.

Protective Spirit

At 10th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d8 plus half your Unchained Paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Avatar of Peace

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the seas, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Dissuade Harm. You and any allied creatures within your aura gain Resistance to all damage.

Peaceful Nature. If you attack a creature, cast a spell on a creature, or deal damage to a creature by any means other than this feature while it is active, none of the other benefits of this feature affect that creature until you finish a Long Rest.

Punishment. When a creature hits you with an attack, it takes Radiant damage equal to half of the damage you took from the attack plus your Charisma Modifier.

Treachery

The Oath of Treachery is the path followed by Unchained Paladins of trickster gods. While frequently malicious and evil, such gods might also simply be embodiments of chaos or entropy, existing as a counterbalance - ironically enough - to those gods who uphold order. A Treachery Unchained Paladin will do what they must to obey their Deity or Pantheon, and excel at manipulation and deception.

These Unchained Paladins share the following Virtues:

  • Encourage others to pursue their own desires.
  • Enact freedom where there is oppression.
  • Stand against unjust authority.

Oath of Treachery Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of Treachery Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Disguise Self, Dissonant Whispers
5th Alter Self, Invisibility
9th Enemies Abound (XUA25PU), Major Image
15th Greater Invisibility, Phantasmal Killer
17th Mislead, Seeming

Minor Trickery

At 1st level, you learn the Minor Illusion Cantrip, and it counts as an Unchained Paladin Spell for you.


Additionally, you gain proficiency in the Deception Skill. If you are already proficient in this Skill, you gain Expertise in the Deception Skill instead.

Treacherous Escape

At 1st 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 teleport up to 30 feet to an empty space you can see.


At 5th level, you turn Invisible until you make an Attack against a creature, force a creature to make a saving throw, or until the start of your next Turn when you use this Feature.


You can use this feature once, and regain the ability to use it when you finish a Short or Long Rest.

Conjure Duplicate

At 5th level, you can user your Channel Divinity feature as an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion 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 both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Poison Strike

At 5th level, you can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 plus your Unchained Paladin level, or 20 plus your Unchained Paladin level if you had advantage on the attack roll.

Aura of Treachery

At 10th level, you emanate an aura of discord, which gives you the following benefits.

Deceptive Guile. You and any allied creature within a 10-foot emanation of you are immune to the Charmed condition. At 18th level, this radius becomes a 30-foot emanation.

Treacherous Misdirection. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability a number of times equal to your Charisma Modifier (minimum once). You regain all expended uses of this ability when you finish a short or long rest.

Icon of Deceit

At 15th level, as a Bonus Action, you can imbue your Aura of Protection with the power of deceit, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Decieve Sight. You are invisible.

Manipulate Foe. If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

Sneaky Strikes. If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your Unchained Paladin level.

Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside — at times like these, Unchained Paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

These Unchained Paladins share the following Virtues:

  • Show the wicked no mercy.
  • Avenge those who have been done harm.
  • Aid those harmed by injustice.

Oath of Vengeance Spells

At 1st level, and again when you reach an Unchained Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Bane, Deafening Rebuke (MCoC)
5th Heat Metal, Ray of Enfeeblement
9th Bestow Curse, Fear
13th Banishment, Dimension Door
17th Banishing Smite, Holy Weapon (XGE)

Vengeful Retaliation

At 1st level, when a creature within 10 feet of you is hit by an attack, you can use a reaction to cause the attacker to take Radiant damage equal to 1d10 plus your Charisma Modifier.


You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Vow of Enmity

At 5th level, when you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Relentless Avenger

At 10th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.

Soul of Vengance

At 10th level, Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.

Avenging Angel

At 15th level, as a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.

Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Watchers

The Oath of the Watchers binds Unchained Paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

These Unchained Paladins share the following Virtues:

  • Be ever-alert for the threats you face.
  • Stay true to your allies.
  • Never take deals or gifts from fiends, fey, or their allies.
  • Remain ready to defend at any time.

Oath of the Watchers Spells

At 3rd level, and again when you reach an Unchained Paladin level specified in the Oath of the Watchers Spells table, you thereafter always have the listed spells prepared.

Unchained Paladin Level Spells
1st Detect Evil and Good, Sanctuary
5th Detect Thoughts, See Invisibility
9th Counterspell, Nondetection
15th Arcane Eye, Banishment
17th Dispel Evil and Good, Hallow

Vigilant Rebuke

At 1st level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 10 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 1d8 plus your Charisma modifier in force damage to the creature that forced the saving throw.


You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Watcher's Will

At 5th level, you can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar

At 5th level, You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

Aura of the Sentinel

At 10th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the radius of this aura becomes a 30-foot emanation.

Mortal Bulwark

At 20th level, as a Bonus Action, you can imbue your Aura of Protection with the power of the material plane, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Eyes of Truth. You gain truesight with a range of 120 feet.

Strikes of Truth. You and any allied creatures within the aura have Advantage on attack rolls made against aberrations, celestials, elementals, fey, and fiends.

Watcher's Expulsion. When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Appendix A: Unchained Paladin Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Level 1 Unchained Paladin Spells

Bless
Ceremony (XGE)
Command
Compelled Duel
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Healing Word
Heroism
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Searing Smite
Shield of Faith
Shining Wave (MCoC)
Silvery Barbs (SCoC)
Thunderous Smite
Wardaway (FRHoF)
Wrathful Smite
Zephyr Strike

Level 2 Unchained Paladin Spells

Aid
Calm Emotions
Continual Flame
Darkvision
Death Armor (FRHoF)
Find Steed
Find Traps
Gentle Repose
Lesser Restoration
Locate Object
Magic Weapon
Prayer of Healing
Protection from Poison
See Invisibility
Shining Ray (MCoC)
Shining Smite
Silence
Suggestion
Warding Bond
Zone of Truth

Level 3 Unchained Paladin Spells

Antagonize (BMT)
Aura of Vitality
Beacon of Hope
Blinding Smite
Clairvoyance
Create Food and Water
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Life Transference (XGE)
Magic Circle
Mass Healing Word
Phantom Steed
Pulse Wave (EGW)
Remove Curse
Revivify
Shining Explosion (MCoC)
Tongues
Water Walk

Level 4 Unchained Paladin Spells

Aura of Life
Aura of Purity
Backlash (FRHoF)
Banishment
Charm Monster
Compulsion
Death Ward
Divination
Fabricate
Find Greater Steed (XGE)
Gate Seal (SatO)
Guardian of Faith
Locate Creature
Sickening Radiance (XGE)
Staggering Smite

Level 5 Unchained Paladin Spells

Alustriel's Mooncloak (FRHoF)
Banishing Smite
Circle of Power
Commune
Creation
Dawn
Destructive Wave
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Holy Weapon (XGE)
Jallarzi's Storm of Radiance
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Reincarnate (MCoC)
Steel Wind Strike
Summon Celestial
Wall of Light

Credits

Art (In Order)

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Other

Changes: Me, SmugCoffeeMan

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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source List.
  • Updated references to XUA25P Spells to XUA25PU.

1.2

  • Adjusted the Noble Genie Oath to better fit the final version in FRHoF.
  • Added some spells from FRHoF.

1.3

  • Updated how Divine Smite works to better fit with the rules for Martial Strikes, Manevuers, and so on.