Paladin

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Contents

Lev. Prof. Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Feat 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath feature 4 3
8th +3 Feat 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Feat 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath feature 4 3 3 2
16th +5 Feat 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Feat 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

Class Features

As a paladin, you gain the following class features.

Hit Points

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

Proficiencies

Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Tools
None
Saving Throws
Wisdom, Charisma
Skills
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

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

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

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.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

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

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

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

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant 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 an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

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

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can select a feat, or you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra ld8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Other details

Xanather’s Guide to Everything, p.36

A 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 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 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. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.

You can flesh out your paladin character by using the suggestions below. It’s important to keep in mind that most paladins aren’t robots. They have doubts and prejudices and harbor contradictory thoughts just as any other character does. Some are compelled by an internal motivation that might sometimes be at odds with the principles of their oaths.

Personal Goal

Xanather’s Guide to Everything, p.36

The precepts of a paladin’s oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. 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 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

Xanather’s Guide to Everything, p.36

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

Xanather’s Guide to Everything, p.36

Their adherence to a sacred oath demands that 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 a paladin’s most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.

Your 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 a 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 paladin who trained with you but became an oath—breaker and holds you responsible.
6 A vampire who has sworn revenge against all paladins after being defeated by one.

Temptation

Xanather’s Guide to Everything, p.37

Although 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.

Sacred Oaths

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

Oath of Devotion

Level Oath of Devotion features
3rd Oath Spells, Channel Divinity
7th Aura of Devotion
15th Purity of Spirit
20th Holy Nimbus

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor. acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty
Don’t lie or cheat. Let your word be your promise.
Courage
Never fear to act, though caution is wise.
Compassion
Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor
Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty
Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Devotion spells table. See Sacred Oath for how oath spells work.

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

Channel Divinity

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

Sacred Weapon

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

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

Turn the Unholy

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

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

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Oath of the Ancients

Level Oath of the Ancients features
3rd Oath Spells, Channel Divinity
7th Aura of Warding
15th Undying Sentinel
20th Elder Champion

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its faur central principles are simple.

Kindle the Light
Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light
Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light
Delight in song and laughter, in beauty and arl. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light
Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Ancients spells table. See Sacred Oath for how oath spells work.

Level Oath of the Ancients spells
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity

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

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 a creature 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.

Turn the Faithless

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each 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 move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

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

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Oath of Vengeance

Level Oath of Vengeance features
3rd Oath Spells, Channel Divinity
7th Relentless Avenger
15th Soul of Vengeance
20th Avenging Angel

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

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

Fight the Greater Evil
Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked
Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary
My qualms can’t get in the way of exterminating my foes.
Restitution
If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Vengeance spells table. See Sacred Oath for how oath spells work.

Level Oath of Vengeance spells
3rd bane, hunter’s mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

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

Abjure Enemy

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

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

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

Vow of Enmity

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

Relentless Avenger

By 7th level, your supernatural focus helps you dose off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

Oath of Conquest

Level Oath of Conquest features
3rd Oath Spells, Channel Divinity
7th Aura of Conquest (10 ft.)
15th Scornful Rebuke
18th Aura of Conquest (30 ft.)
20th Invincible Conqueror

Xanather’s Guide to Everything, p.37

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

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope
It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist
Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength above All
You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest spells table. See Sacred Oath for how oath spells work.

Level Oath of Conquest spells
3rd armor of agathys, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

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.

Conquering Presence

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

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to 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

Starting at 7th 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 paladin level if it starts its turn there.

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

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath of Moonlight

Level Oath of Moonlight features
3rd Lunar Sight, Moon’s Hand
7th Moon Shield
15th Gifts of the Moonmaiden
20th Moonfire

Silverstar of Selûne” (2016) by John M. Kane

The Guardians of Light are a knightly order devoted to the goddess Selûne the Moonmaiden. Guardians of Light are the first line of defense against the forces of Selûne’s sister Shar, and the wickedness of evil lycanthropes. These paladins of the moon travel Faerûn, rooting out the forces of the goddess of darkness and her minions, while also guarding those lycanthropes who deny their savage nature.

Tenets of the Guardians of Light

Liberate the oppressed, defend the weak
Guard the weak against the evils of oppression in all its manifestations and, when possible, foster in them the strength to stand on their own against the darkness.
Fight against the darkness
Root out the machinations of the goddess Shar and her minions, wherever they may hide and whatever forms they may take.
Guard against the curse of lycanthropy
Not all who are bound to the moon are of kind heart. Guard against evil lycanthropes in all their shapes and forms.
Be the light of Selûne, even in the darkest places
You are a vessel of Selûne’s light, and whenever possible, it must be shared. Laugh, sing, dance beneath the night sky, and foster hope among those you meet.

Oath Spells

You gain oath spells at the paladin levels listed below.

Level Guardians of Light Oath spells
3rd sanctuary, faerie fire
5th locate object, moonbeam
9th protection from elements, tidal wave
13th control water, locate creature
17th commune, dream

Lunar Sight

At 3rd level when you take this Oath, you gain the ability to see twice as far when out beneath the light of the moon. You gain the Darkvision feature while outdoors under the light of the moon. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. If you already possessed Darkvision, your range is extended by 30ft while in moonlight.

Moon’s Hand

At 3rd level your devotion to Selûne grants you the ability to make any mace—light (i.e. mace), heavy (i.e. warhammer), or great (i.e. maul)—you wield a “moon’s hand” imbued with Selûne’s divine power. As a bonus action you can cause your moon’s hand to deal an extra 1d8 electricity damage on a successful weapon attack. At 11th level this damage increases to 2d8. Attacks with your moon’s hand are considered magical for the purpose of overcoming resistance.

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.

Tears of Selûne

As an action you can use your Channel Divinity to call forth three motes of silver starlight to strike your foes. Choose up to three creatures within 60ft of you that you can see and make a spell attack against them. Each Tear of Selûne deals 1d12 radiant damage. Each mote can be expended all at once or individually. The ability lasts for 10 minutes or until the last orb is expended.

While there are at least two motes circling you, they create an area of bright light in a 10ft area around you. The motes are expended even with an unsuccessful attack.

Word of the Moonmaiden

As an action, you present your holy symbol and speak a prayer of admonition against evil lycanthropes and the undead. Every hostile lycanthrope and undead creature within 30ft 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 turn trying to move as far away from you as it can, and can’t willingly move within 30ft of you.It also can’t take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.

Moon Shield

Beginning at 7th level, Selûne gifts you with a silvery aura of moonlight that protects you and your allies against deceptive and corrupting magic. You and friendly creatures within 10ft of you gain advantage on saving throws against enchantment, illusion, and necromancy spells.

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

Gifts of the Moonmaiden

At 15th level, your Tears of Selûne Channel Divinity ability becomes more powerful and longer lasting. The number of orbs you summon increases to seven, and each mote does 4d12 radiant damage on a successful spell attack. The range of your attacks doubles to 120ft. The area of bright light extends to 30ft if you have at least four orbs remaining. The duration of the ability extends to 1 hour or until the last orb is used, whichever comes first.

Moonfire

At 20th level, as an action, you can emanate an aura of fiery white moonlight. For 1 minute, bright light shines from you in a 30ft radius, and dim light shines 30ft beyond that. This aura dispels any magical darkness cast in the area.

Whenever an enemy creature starts their turn in the bright light they take 10 radiant damage. Hostile lycanthropes who start their turn in the area of bright light gain vulnerability to radiant damage until they leave the area of bright light cast by this feature.

Additionally, if the true form of creatures within the area of bright light are concealed via shapechange, illusion, or other effect, the creatures must make a Wisdom save or revert to their original form. This aura dispels any magical darkness cast in the area.

Once you use this feature it cannot be used again until you complete a Long Rest.

Oath of Redemption

Level Oath of Redemption features
3rd Oath Spells, Channel Divinity
7th Aura of the Guardian (10 ft.)
15th Protective Spirit
18th Aura of the Guardian (30 ft.)
20th Emissary of Redemption

Xanather’s Guide to Everything, p.38

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

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such fees, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace
Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence
All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience
Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom
Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption spells table. See Sacred Oath for how oath spells work.

Level Oath of Redemption spells
3rd sanctuary, sleep
5th cairn emotions, hold person
9th counterspell, hypnotic pattern
13th otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity

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

Emissary of Peace

You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent

You can use your Channel Divinity 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.

Aura of the Guardian

Starting at 7th 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 range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to M6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Treachery

Level Oath of Treachery features
3rd Oath Spells, Channel Divinity
7th Aura of Treachery
15th Blackguard’s Escape
20th Icon of Deceit

Unearthed Arcana: Paladin, p.2

The Oath of Treachery is the path followed by 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 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.

Fallen Paladins

The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins.

If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one.

Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Treachery spells table. See Sacred Oath for how oath spells work.

Level Oath of Treachery spells
3rd charm person, expeditious retreat
5th invisibility, mirror image
9th gaseous form, haste
13th confusion, greater invisibility
17th dominate person, passwall

Channel Divinity

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

Conjure Duplicate

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, and 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

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 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

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.

Treacherous Strike

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 three times. You regain expended uses of it when you finish a short or long rest.

Blackguard’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 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.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

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

Oathbreaker

Level Oathbreaker features
3rd Oath Spells, Channel Divinity
7th Aura of Hate
15th Supernatural Resistance
20th Dread Lord

Dungeon Master’s Guide, p.97

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oath Spells

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Level Oathbreaker spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead

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

Dreadful Aspect

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

Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s 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.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Dread Lord

At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures they choose 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, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +.the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until they finish a long rest.

Oathbreaker Atonement

If you allow a player to choose the Oath breaker option, you can later allow the paladin to atone and become a true paladin once more.

The paladin who wishes to atone must first shed his or her evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oath breaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn’t gain the class features specific to that sacred oath until they complete some kind of dangerous quest or trial, as determined by the DM.

A paladin who breaks his or her sacred oath a second time can become an oath breaker once more, but can’t atone.

Prestige classes (d20)

Main article: Paladin prestige classes