The Paladin Class

 
 

Paladin LevelProficiency Modifier1st Level Spell Slots2nd Level Spell Slots3rd Level Spell SlotsFeatures
1+2000Holy Aura, Lay on Hands
2+2200Fighting Style, Spellcasting, Divine Smite
3+2200Divine Health, Subclass Feature
4+2300Ability Score Improvement
5+3320Extra Attack
6+3420Aura of Protection
7+3430Subclass Advancement
8+3430Ability Score Improvement
9+4432Aura of Courage
10+4432Unending Smite

Basic Stats:

Level 1 HP = 10 + your Constitution Modifier; Gaining an additional [1d10 (or 6) + your Constitution Modifier] HP with every additional Paladin Level

Proficiencies

  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields

  • Weapons: Simple Weapons, Martial Weapons

  • Tools: None

  • Saves: Training with Fortitude, Proficiency with Will

    • or Proficiency with Wisdom and Charisma Saving Throws

  • Skills: Choose 3 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment:

  • any martial weapon and a shield or two martial weapons

  • five javelins or any simple melee weapon

  • a Gambeson or a Light Chain Shirt or Full Chainmail and a holy symbol

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope


Features:

  • Holy Aura - You constantly emit an invisible aura in a 5m radius (while conscious) as your power flows through you, providing the following benefits… 

    • At any point you can focus on this aura, which grants you the knowledge on if there is an Aberration, Celestial, Fiend, or Undead; any Consecrated or Desecrated Areas; or if a Creature has a Curse on it within 5m of you. This will not pinpoint it for you, however, just whether it's within this radius or not. 

    • Whenever this ability activates (such as upon finishing a rest or returning conscious from 0HP) you can select a Save, Skill, or a specific weapon type (either its Attack or Damage Roll) and you can add +1 to this type of Roll until you complete another Long Rest. 

      • Any Allies (that you select) within this Aura also benefit from this effect

      • A weapon's type is its general form, so a Long Sword, Battleax, Spear, etc

  • Lay on Hands

    • You gain a pool of radiant energy equal to 5* your Paladin Level. You can use an Action and touch any Creature with less than their Maximum HP. You can give them any amount of HP from this pool, or you can expend 5 Points to cure a Disease or Poison affecting it. You regain 2* your Paladin Level worth of energy after completing a Short Rest, and you regain all expended energy after completing a Long Rest.

    • At 8th Level you can expend 10 Points to instead Cure a Blinded, Deafened, Paralyzed, Petrified, or Stunned Condition

  • Fighting Style - Choose 1 Style from the list below, you cannot choose one if you already have chosen in any other way. Every time you take an additional Level in this Class you can change this style.

    • Blessed Warrior - You can select any 2 Cantrips from the Cleric Spell List. These are Paladin Spells for you and utilize your Charisma Modifier. Every time you gain a Level in the class you can replace one of these with another from the List.

    • Defensive - You modify your Armor to fit you in a superior way, it has +1 AC when you wear it

    • Duelist - When only wielding a single one-handed Weapon (without the Versatile Property) you gain +4 to that Weapon’s Damage Roll

    • Great Weapon Fighter - When using a Weapon in two hands that only uses 1 Damage Die and you Roll Damage, treat a result less of less than 3 as a 3. If it uses 2 Damage Die then treat any result on the Dice less than a 2 as a 2.    

    • Interception - If an ally is within 3m of you and a Weapon Attack would hit them you can reduce the damage by 1d10 + your Proficiency Bonus by using your Reaction to Intercept the Attack

    • Light Traveler - When not wearing Medium Armor, Heavy Armor, or wielding a Shield you gain a Climbing and Swimming Speed equal to your Movement Speed and increase your Movement Speed by 3m

    • Offensive - Gain +1 to Attack and Damage Rolls with Weapons you are Proficient with

    • Thrown Weapon Fighter - When you use your Action to Throw a Weapon you can immediately draw another Weapon of that Type as a Free Action from your belt and your current Attack will deal +1 Damage. You also have +1 to Attacks Rolls when Throwing a Weapon with the Thrown Property. Finally, any Weapons without the Thrown Property gain the Thrown Property (2m/10m) for you if you’re proficient with them. Finally, you can draw and throw a Weapon with the Thrown Property as part of an Opportunity Attack.

    • Two Weapon Fighting - When you make an Attack with your off-hand Weapon you can add the appropriate Ability Modifier to the Damage Roll

  • Spellcasting

    • At 2nd Level you learn to harness some Magic from the source of your Beliefs

    • 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 from the list of paladin spells that are available for you to cast 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 - In moments of tense danger you can harness a concentrated type of your power into a weapon for a brief moment instead of utilizing it on casting a Spell.

    • When you deal Damage with a Melee Attack you can expend a Spell Slot to deal an additional 2d6 Radiant Damage. When you gain higher Level Spell Slots you can spend those instead, with each additional Level granting you an additional d6 of Damage. If the Creature you target with this Feature is an Aberration, Fiend, or Undead you can add an additional d6 Damage. You can utilize this Feature at your discretion, with Ranged Attacks however you only gain half as many d6 (rounded down) as the energy isn’t as efficient. 

  • Divine Health -

    • You are Immune to all non-magical Diseases, and at 9th Level this also includes magical Diseases

  • Ability Score Improvement

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Extra Attack

    • This ability allows you to Attack faster than before. When you make the Attack Action you can now make two Attacks instead of just one

  • Aura of Protection

    • Your Aura increases to 10m and any Creature affected by it gains a Bonus to their Saving Throws equal to your Charisma Modifier (including you)

  • Aura of Courage

    • Your Aura increases to 15m and any Creature affected by it gains an Immunity to the Feared Condition

  • Unending Smite

    • Every time you deal Damage with a Melee Attack you deal an additional 1d6 Radiant Damage. If you deal Damage with a Weapon that has the Ranged Property you halve (rounded down) the roll from that d6. 

Subclass - The Oaths listed below are the next step in a Paladin’s journey. Each Oath comes with tenets that the Paladin truly believes in and chooses to follow, though with each pathway of power there may be different specific interpretations of them (for instance, the different Divines may not be compatible with a specific Oath) or different ways to exemplify this in a mortal lifetime. Discuss with your GM the different places you could’ve learned these tenets or if they are just ways your character already acts. These Oaths grant additional abilities at the level they’re taken and at 7th Level as a Paladin truly takes on their Tenets

  • Oath of the Ancients - Commonly taken by followers of Nature Divines or powerful Fae that wish to protect Nature, though there are those who move through the Old Divines which may find this pathway a superior way to live, its merciful nature maybe not as desirable for more militant environmentalists.

    • Tenets:

      • 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 art. 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.

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Ensnaring Strike, Speak with Animals

        • 5th - Moonbeam, Misty Step

          • 7th - Gust of Wind, Heat Metal

        • 9th - Plant Growth, Protection from Energy

      • Channel Divinity: Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC.

        • Nature’s Kindness - You sit and meditate for 1 minute while in Nature, gathering the blessings of Nature Magic within the area. All Creatures within 5m of you regain HP equal to 2d8 + your Charisma Modifier + your Paladin Level

        • 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 from a point within 30m that you can see. Any Creature within 10m of that point must succeed on a Strength Saving Throw or be Restrained. While restrained by the vines, a creature repeats the Saving Throw at the end of each of its turns or can use its Action to do so. On a success, it frees itself and the vines vanish.

    • Advancement: Aura of Warding - All Creatures affected by your Aura also have Resistance to all Damage inflicted by Spells or Magical effects. In addition, you can use your Reaction when this ability activates (and requires a Save) to grant a specific Creature you can see (that is affected by your Aura) to provide a shield to grant them Advantage on that Save.

  • Oath of Blood - Taken by those who have pledged to the darker or amoral powers that be. Some instead pledge to this Divine of Death to seek out enemies while others have found a true belief in those that have forsaken Death itself, such as the ancient Vampire Lord Azum.

    • Tenets:

      • Seek the Weak - Power is gained by defeating Enemies, weaker ones should be put down without hesitation

      • Pursue with Haste - When someone fears for their life they are easy prey, finish them while you have the Advantage

      • Protect your Pride - Challenges are meant as insults and you will not be insulted by those weaker than you

      • Greatness is All - never settle, always be trying to get 1 step higher or to a higher place for your ambitions to grow

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Charm Person, Sleep

        • 5th - Enthrall, Mirror Image

        • 7th - Invisibility, Spider Climb

        • 9th - Fear, Vampiric Touch

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • Blood of Life - You channel Necrotic energy with your Action and for the next minute when you deal Damage to a Creature with a Melee Weapon (and it has blood), some of it is drawn into you and replenishes your life force. You regain 1d4 + your Charisma Modifier HP.

        • Necrotic Burst - If you Touch a Creature (or hit with a Melee Weapon Attack) you can send Necrotic Energy into them. They must make a Constitution Saving Throw and on a Failure take 3d10 + your Charisma Modifier Necrotic +your Paladin Level Damage, or ½ as much on a Success. You heal for an amount of HP equal to ½ the Damage dealt.

      • Advancement: Wings of Sorrow - You can use your Action to summon wings (you can choose their appearance) that last for up to 10 minutes or if you go unconscious. You gain a Flying Speed equal to your Movement Speed for the duration. You regain use of this Ability on a Short Rest.

  • Oath of the Crown - This Oath is taken by those who represent a more worldly interest, and while they still acquire their magics from whichever Divine they worship (normally whichever is the State Religion of their Nation) they focus on more martial endeavors. In addition, for some Paladins that follow this Oath they can access their magics even if they don’t truly worship. Their magic will be sustained by the Holy Symbol given to them, enchanted by multiple high Clerics of that Nation which have granted their combined connection to empower the lesser effects that a Paladin can access.

    • Features:

      • Tenets:

        • Law - The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

        • Loyalty - Your word is your bond. Without loyalty, oaths and laws are meaningless.

        • Courage - You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

        • Responsibility - You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

      • Oath Maneuvers 

        • You can pick 3 Maneuvers from the Maneuvers List. You gain 3 d8s which are your Superiority Dice, you can expend one to perform a selected Maneuver. You regain 1 of these Dice on a Short Rest and all of them on a Long Rest. The DC for Saves on these abilities equals 8 + your Proficiency Bonus + your Dexterity or Strength Modifier (your choice). You can change which of the Maneuvers from the List that you'd like to prepare at the end of every Long Rest.

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 10m must make a Will Save. On a failed save, a creature can't willingly move more than 10m away from you and any Attacks it makes against a different Creature is at Disadvantage. This effect ends on the creature if you are incapacitated or die or if they succeed on their save, which they remake at the end of each of their turns. They have Disadvantage on this Save

        • Turn the Tide. As a bonus action, you can bolster your next strike. You focus all your power into your Weapon and make your next Weapon Attack with Advantage. If it hits you can treat it as a Critical Hit, however the Damage from this Strike is treated as Force Damage instead of your normal Weapon Damage. You also deal additional Damage equal to your Proficiency Bonus

    • Advancement: Aura of Martial Skill - You can select any Save. Creatures affected by your Aura gain an additional Bonus to it equal to your Proficiency Bonus. You can select which of these Saves it affects at the end of every Long Rest.

  • Oath of Destruction - This Oath represents a Paladin’s desire to fight a particular enemy and even though it’s not generally thought of as good the people who take this Oath can still follow a good purpose. Some adhere to the tenets of the Divine of Destroying Evil and hunt demons while others follow the Divine of War and pursue conquest of enemies on the battlefield. 

    • Tenets:

      • Rule with an Iron Fist - Once you have destroyed, 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.

      • No Mercy for the Wicked - Ordinary foes might win my mercy, but my sworn enemies do not.

      • 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.

      • 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.

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Bane, Command

        • 5th - Hold Person, Misty Step

        • 7th - Bestow Curse, Haste

        • 9th - Banishment, Dimension Door

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • Presence of Destruction - 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 15m of you to make a Will Save. On a failed Save, a creature becomes Frightened of you for 1 minute. The Frightened creature can repeat this Saves at the end of each of its turns, ending the effect on itself on a success. If you’ve hit the Creature with a Melee Attack on your last turn the Creature has Disadvantage on the Save.

        • Vow of Enmity - As a Bonus Action, you can utter a vow of enmity against a creature you can see within 5m of you. You gain a bonus on attack rolls against the creature equal to your Proficiency Bonus for 1 minute or until it drops to 0 hit points or falls unconscious. Upon doing so you have Advantage on your next Attack Roll.

    • Advancement: Unyielding Pursuit - When a Creature moves away from you and provokes an Opportunity Attack you make the Attack with Advantage. If you hit, you deal additional Necrotic Damage equal to your 2* your Paladin Level and (as part of this Reaction) can move up to half your Movement Speed in pursuit of them.

  • Oath of Devotion - This Oath is taken commonly by the followers of the healing or hearth Divines as it represents the focus on overall well being and making sure people are in good health. Its practitioners try to uphold a moral standard of justice in all that they do, which also makes them the most common type of Paladin of those who are in the process of learning the tenets of their Divine. 

    • 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.

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Protection from Evil and Good, Cure Wounds 

        • 5th - Sanctuary, Zone of Truth

        • 7th - Protection from Energy, Prayer of Healing

        • 9th - Beacon of Hope, Mass Healing Word

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC.

        • 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. The weapon also emits bright light in a 5m radius and dim light another 5m beyond that. If the weapon is not already magical, it becomes magical for the duration. This effect ends if you use a Free Action to do so, if you are no longer holding or carrying this weapon, or if you fall unconscious.

        • Turn the Unholy - As an Action, you present your holy symbol and speak a prayer censuring Aberrations, Fiends and Undead, using your Channel Divinity. Each aberration, fiend or undead that can see or hear you within 10m of you must make a Will Save. If the creature fails its Save, 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 10m 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 instead.

    • Advancement: Aura of Divine Will - Your Aura now protects people from effects that would Charm, Daze, Paralyze, or Petrify them

  • Oath of Glory - Another Oath that fulfills a more physical type of paladin, it requests those that pledge to it do so under a powerful and boisterous being such as the Divine of Storms or another that makes a big name for themselves. They are eager to prove themselves in combat and are commonly seen in bands or units that group together to fight against evil or are employed within the conjunctions of religion and politics.

    • Tenets:

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

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

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

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

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Guiding Bolt, Heroism

        • 5th - Enhance Ability, Magic Weapon

        • 7th - Shatter, Spiritual Weapon

        • 9th - Haste, Protection from Energy

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • Peerless Athlete - As a Bonus Action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 5m (this extra distance costs movement as normal).

        • Inspiring Smite - Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute Shielding to creatures of your choice within 10m. The amount of Shielding equals 4d12 + your Paladin Level and can be distributed however you’d like. 

    • Advancement: Glorious Defense - Any time a Creature affected by your Aura would be hit by an Attack you can use your Reaction to defend them. They gain a bonus to their AC equal to your Charisma Modifier and if this causes the Attack to Miss you can make a Weapon Attack against that Creature as a part of this Reaction. You gain a bonus to the Attack and Damage Rolls on this Attack equal to your Charisma Modifier. In addition, the ally you assisted can use their Reaction to make an Attack against this Creature.

  • Oath of Pride - There are those great Divines that don’t just believe in oaths, goodness, and justice but rather their own belief that they deserve more praise. Divines such as the ones of War or Prophecy are remarkably prideful and desire mortals to sing their praises wherever they go. If there is a moment to profess their own excellence then they will do so without fail, this has produced a very prominent opinion within many places that a Paladin is always out for themselves first.

    • Tenets:

      • Pride - When you have the chance to venerate your Divine you must do so, if this wouldn’t be appropriate you should put yourself in a good position with others so they may be more receptive to your explanations.

      • Leading the Weak - Others can’t do as well as you in the things you excel at and so you must make sure you display how to do things correctly. When someone is struggling you must help and show how great your Divine is, keeping others with you as you do so.

      • Exert Dominance - Demonstrating the boons of your Divine is important but someone who denies your Divine outright cannot stand. They must acknowledge your powers and be put in their place. 

      • Order above All - When there is a moment to decide on what to do you must strictly follow your Divine’s teachings. Chaos is an active denial of you and your Divine’s greatness and cannot be allowed to continue. 

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Command, Shield of Faith

        • 5th - Defensive Pillar, Enhance Ability

        • 7th - Spiritual Weapon, Zone of Truth

        • 9th - Bestow Curse, Spirit Shroud

      • Channel Divinity: Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • Baleful Howl - As an Action you let a noise directly from your Divine come out of your body. Any Creatures within 20m must make a Fortitude Save to resist the wind erupting from you. On a Failure they are pushed back up to 5m and take 1d12 Bludgeoning Damage, plus another 1d12 if they are stopped by a physical object before reaching the 5m distance. You can expend any number of Spell Slots as a part of this Channel Divinity to deal Radiant Damage as well, each Level of Spell Slot provides 1d12 Damage.

        • Prideful Glare - You target a Creature you can see within 10m and force their will to compete against the blessings of your Divine as a Bonus Action. They must make a Will Save to resist, being Charmed by you for up to 1 Hour on a Failure. Creatures that would naturally be immune or resistant to Charms (such as Fae) do not benefit against this Glare. If they Fail this Save by 5 or more then they become Dazed for 2 Rounds after this effect ends, and if they Fail by 10 or more then they are Stunned for 2 Rounds instead. In addition you can end this Glare at any point as a Bonus Action to trigger this secondary effect immediately. 

    • Advancement:

      • Aura of the Leader - Any Creatures that are within your Aura gain a piece of your Pride, granting them a bonus to their Will Saves (in addition to your Aura of Protection) equal to your Proficiency Bonus. In addition if you (or an ally within your Aura) would still Fail a Will Save you can choose to succeed anyway. Every Creature can utilize this bonus once per Long Rest. Finally, any allies within your Aura when they roll Initiative gain Shielding equal to your Charisma Modifier. 

  • Oath of Redemption - Oaths are meant to be held within the taker's heart and so it's appropriate that those sworn to the Divines of good, justice, and other such protective paths can take up this oath. It represents the chance for non-violence to succeed and barring that, to protect those who can't protect themselves.

    • Tenets:

      • 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 it to survive and then 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.

    • Feature:

      • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

        • 3rd - Sanctuary, Healing Word

        • 5th - Calm Emotions, Hold Person

        • 7th - Aid, Silence

        • 9th - Counterspell, Hypnotic Pattern

      • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

        • 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 Persuasion checks for the next 10 minutes.

        • Return to the Fold - You can spend an Action to Channel your Divine Magic and send out a wave of Healing 20m around you. All Creatures Regain HP equal to 3d8 + your Charisma Modifier + your Paladin Level. If desired, as part of using this ability, you can cast your Calm Emotions Spell if it is prepared without expending a Spell Slot.

    • Advancement: Aura of the Guardian - When a creature affected by your Aura 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 only be reduced by you expending a Spell Slot to gain Resistance to influx of Damage. 

  • Oath of the Sea - The powers which have domain over the natural world sometimes brings forth specific members of their followers to bring designs onto the seas. The followers of this oath are beckoned to explore and protect the oceans, to respect nature, to champion liberty and change, and to fight corruption. Open Sea paladins are often aligned with either Tempest or Silph, and respect the beauty and power of the ocean while defending it against monstrosities.

    • Tenets:

      • No Greater Life than a Life Lived Free - One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

      • Trust the Skies - The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

      • Adapt Like the Water - The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

      • Explore the Uncharted - The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

    • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

      • 3rd - Create or Destroy Water, Expeditious Retreat

      • 5th - Augury, Misty Step

      • 7th - Summon Beast (Water), Warding Bond

        • Summon Beast (when used via this Subclass) can only select the Water subtype

      • 9th - Call Lightning, Freedom of the Waves

    • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

      • Marine Layer - As an Action, Open Sea paladins can create a thick cloud of fog, with a radius of 10m, centered on themselves and lasting for up to 10 minutes or until this effect is ended (requiring no Action). This area of fog is considered Heavily Obscured for the duration. The fog spreads around corners and cannot be dispersed, following the Paladin for the duration. Finally, the Paladin can see through the Fog without issue though everything appears only as different shades of gray to them. When the Fog is dispersed on the Paladin’s Turn it stays in its place and retains the ability to Obscure things within its volume until the start of the Paladin’s next turn

      • Fury of the Tides - As a Bonus Action, an Open Sea paladin can channel the power of the ocean for 1 minute to enhance their weapon attacks. Once per turn for the duration, they can choose to push a creature hit by their weapon attack 10 feet away from themselves. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to the paladin's charisma modifier.

    • Advancement: Aura of Liberation - When an Open Sea paladin is not incapacitated, their aura can produce a faint teal light if they desire. All creatures of the paladin's choice within the aura cannot be grappled nor restrained and can ignore penalties on movement or attacks while underwater. A creature already subject to the grappled or restrained condition that enters into the aura can spend 2m of movement to automatically escape non-magical restraints. In addition, when an allied Creature enters the aura or begins their turn in the aura they gain Shielding equal to your Charisma Modifier.  

  • Oathbreaker - Only those who have truly changed can take this path. It represents how some fall without failing, but rather through their own character flaws and personal desires. It pushes the neutral into evil and the evil into depravity if left unchecked and likely many people would seek out a person like this to put them down out of fear.

    • Tenets:

    • Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature.

      • 3rd - Hellish Rebuke, Inflict Wounds

      • 5th - Crown of Madness, Ray of Enfeeblement

      • 7th - Hex, Mind Spike

      • 9th - Animate Dead, Bestow Curse

    • Channel Divinity - Your oath allows you to channel 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 Saves. When you use such an effect from this class, the DC equals your paladin spell save DC

      • Control Undead - As an Action, you target one undead creature you can see within 10m of you. The target must make a Will Save. On a failed Save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

      • Undead Force - You can spend a Bonus Action to cloak yourself in the essence of a Creature that has died within 10m of you recently, lasting up for 1 minute. You gain Shielding equal to 1d10 + your Paladin Level for the duration and Resistance to all Bludgeoning, Necrotic, Piercing, Poison, Radiant, and Slashing Damage for that time.

    • Advancement: Aura of Violence - Creatures affected by your Aura gain a bonus to their Attack and Damage Rolls equal to your Charisma Modifier

Previous
Previous

Battle Maneuvers