SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

WIS , CHA

Paladin

Level Proficiency Bonus Features Channel Divinity Prepared Spells
1 + 2 Lay on Hands Spellcasting Weapon Mastery 0 2
2 + 2 Lay on Hands Spellcasting Weapon Mastery 0 3
3 + 2 Lay on Hands Spellcasting Weapon Mastery 2 4
4 + 2 Lay on Hands Spellcasting Weapon Mastery 2 5
5 + 3 Lay on Hands Spellcasting Weapon Mastery 2 6
6 + 3 Lay on Hands Spellcasting Weapon Mastery 2 6
7 + 3 Lay on Hands Spellcasting Weapon Mastery 2 7
8 + 3 Lay on Hands Spellcasting Weapon Mastery 2 7
9 + 4 Lay on Hands Spellcasting Weapon Mastery 2 9
10 + 4 Lay on Hands Spellcasting Weapon Mastery 2 9
11 + 4 Lay on Hands Spellcasting Weapon Mastery 3 10
12 + 4 Lay on Hands Spellcasting Weapon Mastery 3 10
13 + 5 Lay on Hands Spellcasting Weapon Mastery 3 11
14 + 5 Lay on Hands Spellcasting Weapon Mastery 3 11
15 + 5 Lay on Hands Spellcasting Weapon Mastery 3 12
16 + 5 Lay on Hands Spellcasting Weapon Mastery 3 12
17 + 6 Lay on Hands Spellcasting Weapon Mastery 3 14
18 + 6 Lay on Hands Spellcasting Weapon Mastery 3 14
19 + 6 Lay on Hands Spellcasting Weapon Mastery 3 15
20 + 6 Lay on Hands Spellcasting Weapon Mastery 3 15

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1 + 2 Lay on Hands Spellcasting Weapon Mastery 2 0 0 0 0
2 + 2 Lay on Hands Spellcasting Weapon Mastery 2 0 0 0 0
3 + 2 Lay on Hands Spellcasting Weapon Mastery 3 0 0 0 0
4 + 2 Lay on Hands Spellcasting Weapon Mastery 3 0 0 0 0
5 + 3 Lay on Hands Spellcasting Weapon Mastery 4 2 0 0 0
6 + 3 Lay on Hands Spellcasting Weapon Mastery 4 2 0 0 0
7 + 3 Lay on Hands Spellcasting Weapon Mastery 4 3 0 0 0
8 + 3 Lay on Hands Spellcasting Weapon Mastery 4 3 0 0 0
9 + 4 Lay on Hands Spellcasting Weapon Mastery 4 3 2 0 0
10 + 4 Lay on Hands Spellcasting Weapon Mastery 4 3 2 0 0
11 + 4 Lay on Hands Spellcasting Weapon Mastery 4 3 3 0 0
12 + 4 Lay on Hands Spellcasting Weapon Mastery 4 3 3 0 0
13 + 5 Lay on Hands Spellcasting Weapon Mastery 4 3 3 1 0
14 + 5 Lay on Hands Spellcasting Weapon Mastery 4 3 3 1 0
15 + 5 Lay on Hands Spellcasting Weapon Mastery 4 3 3 2 0
16 + 5 Lay on Hands Spellcasting Weapon Mastery 4 3 3 2 0
17 + 6 Lay on Hands Spellcasting Weapon Mastery 4 3 3 3 1
18 + 6 Lay on Hands Spellcasting Weapon Mastery 4 3 3 3 1
19 + 6 Lay on Hands Spellcasting Weapon Mastery 4 3 3 3 2
20 + 6 Lay on Hands Spellcasting Weapon Mastery 4 3 3 3 2

Class Features

Level 1

Lay on Hands
Spellcasting
Weapon Mastery

Level 10

Aura of Courage

Level 11

Radiant Strikes

Level 12

Ability Score Improvement

Level 14

Restoring Touch

Level 15

Subclass Feature

Level 16

Ability Score Improvement

Level 18

Aura Expansion

Level 19

Epic Boon

Level 2

Fighting Style
Paladin's Smite

Level 20

Subclass Feature

Level 3

Channel Divinity
Paladin Subclass

Level 4

Ability Score Improvement

Level 5

Extra Attack
Faithful Steed

Level 6

Aura of Protection

Level 7

Subclass Feature

Level 8

Ability Score Improvement

Level 9

Abjure Foes

Caster Progression

Caster Progression: artificer

Proficiencies

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Starting Equipment

Class Features

Lay on Hands (Level 1)

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

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

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

Spellcasting (Level 1)

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.

Spell Slots

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

Prepared Spells of Level 1+

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

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

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

Changing Your Prepared Spells

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

Spellcasting Ability

Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus

You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Fighting Style (Level 2)

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior

You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.

Paladin's Smite (Level 2)

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Channel Divinity (Level 3)

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.

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

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

Divine Sense

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

Paladin Subclass (Level 3)

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

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Faithful Steed (Level 5)

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Aura of Protection (Level 6)

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

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

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

Subclass Feature (Level 7)

You gain a feature from your Paladin Subclass.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Abjure Foes (Level 9)

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

Aura of Courage (Level 10)

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

Radiant Strikes (Level 11)

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Restoring Touch (Level 14)

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

Subclass Feature (Level 15)

You gain a feature from your Paladin Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Aura Expansion (Level 18)

Your Aura of Protection is now a 30-foot Emanation.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Subclass Feature (Level 20)

You gain a feature from your Paladin Subclass.

Multiclassing

Proficiencies Gained

Armor light , medium , shield
Weapons martial

Subclasses

Subclass Features

Brother of Sunlight

Heretic

Holy Flame

Inquisitor

Inquisitor

Oath Daemonicus

Oath of Acquisitions

Oath of Acroamata

Oath of Ancestors

Oath of Arcana

Oath of Ash

Oath of Avarice

Oath of Beauty

Oath of Beauty

Oath of Brotherhood

Oath of Castigation

Oath of Castigation (Level 3)

Seek Out and Burn Wickedness to Ash

Evil and wickedness are widespread and long-lived, but not infinite. Paladins who swear the Oath of Castigation root evil out to burn it away utterly, giving light to all that is innocent and good. Whether bound by the laws of mortals, their deity, or their own personal code, they relentlessly hunt down evil where it thrives. Paladins of this oath know evil cannot hide in any festering place once it burns.

These paladins share the following tenets:

  • Burn away all doubt in pursuit of duty.

  • Purge the wicked and corrupt; spare the innocent.

  • Sin is forgiven through suffering equal to the pain it inflicted.

The Wicked Nemeses table offers examples of malefactors, villains, and other evil beings that you have rooted out and purged in the past, or perhaps one you're still hunting. Facing these nemeses may have put you on the path of purging wickedness wherever it lurks.

Wicked Nemeses
d12Nemesis

1

A rotting vampire noble who spreads a deadly plague through the command of countless vermin

2

A brutal contract killer who sells their services to various cults and shadowy organizations

3

A charismatic cult leader who lords over a remote island, making seasonal sacrifices of mortals to ensure a bountiful harvest each year

4

An immensely intelligent flesh golem that killed its creator to pursue its own sinister work with strange science and gruesome experiments

5

A bitterly envious hag of the woods who corrupts the youth of small villages and manipulates them to commit horrific atrocities

6

A proud and vain heretic who gathers zealous followers after a bloody schism to initiate a brutal crusade in the name of their twisted beliefs

7

A once-renowned hunter now cursed with lycanthropy who has gone on bloody rampages

8

A relentless necromancer who scours ancient ruins for forbidden magic to free their otherworldly master from an eldritch prison

9

A strange amphibious creature that emerges from the depths to kidnap innocents and drag them below the water's surface for unknown purposes

10

A brilliant doctor who has perfected a serum that transforms them into a hulking brute to commit a string of murders throughout a city

11

A bloodthirsty revenant who was once a dark knight and now musters other Undead riders to bring about death and decay

12

A tortured artist bearing a mask of comedy and tragedy who strives for their masterpiece through the mutilation of their victims' corpses

Castigate

As a Magic action, you can expend one use of your Channel Divinity to clap those you would bring to justice in fiery shackles. Choose a number of creatures up to your Charisma modifier (minimum of 1 creature) you can see within 30 feet of yourself. Each creature must succeed on a Strength saving throw or be wrapped in fiery shackles and have its Speed reduced to 0. As a Bonus Action, you can cause the shackles to flare. Each creature bound by the shackles takes 2d6 Fire damage. A shackled creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Incite

As a Magic action, you can expend one use of your Channel Divinity to better seek out wickedness and corruption. For the next 10 minutes, you have Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

During that time, you can take a Bonus Action to choose a creature you can see within 10 feet of you. The target must succeed on a Charisma saving throw or have the Frightened condition for 1 minute. While the target is Frightened in this way, it can't speak a deliberate lie. The condition ends early if the target takes damage or if you use this Bonus Action again.

Oath of Castigation Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Castigation Spells table, you thereafter always have the listed spells prepared.

Kindling Aura (Level 7)

You and your allies within your Aura of Protection ignore creatures' Resistance to Fire and Radiant damage, and when an affected creature hits with a weapon attack, it can deal Fire damage instead of the weapon's normal damage type.

In addition, you and affected creatures in the aura can add your Charisma modifier (minimum of +1) to Intelligence (Investigation) and Wisdom (Insight) checks.

Fervent Inquisitor (Level 15)

Whenever a creature damages you or one of your allies within 30 feet of you that you can see, you can take a Reaction to gain Advantage on your next attack roll against the creature that dealt the damage. Additionally, whenever you deal Fire or Radiant damage to a Bloodied creature, you become aware of any lies the creature has willingly and knowingly spoken to you in the past 24 hours.

Fire and Brimstone (Level 20)

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

Blazing Ardor

You gain Immunity to Fire damage.

Relentless Judgment

Lashes of divine flame increase your reach by 10 feet, and your melee attacks ignore Half and Three-Quarters Cover.

Punish the Wicked

When you hit a creature with an Opportunity Attack, or when a Hostile creature ends its turn within your reach, it must succeed on a Charisma saving throw or have the Prone condition and its Speed is reduced to 0 until the start of its next turn.

Oath of Castigation

Oath of Cinders

Oath of Cleansing

Oath of Compassion

Oath of Conformity

Oath of Conquest

Oath of Conquest

Oath of Conquest (Level 3)

Impose Your Might and Subdue All Opposition

The Oath of Conquest calls to paladins who seek to dominate their enemies and enforce absolute order. These paladins, known as Iron Warlords or Tyrants, believe that true peace comes through unwavering strength and control. Some embrace darkness, valuing law over mercy and wearing trophies of fallen foes to intimidate any who challenge them. Such knights are referred to by some as hell knights. The other Paladins of this oath fiercy resist hell knights, believing they have wandered too far into darkness.

These paladins adhere to the following tenets:

  • Crush all resistance.

  • Rule with unyielding authority.

  • Pursue strength relentlessly.

Oath of Conquest Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.

Oath of Conquest Spells
Paladin LevelPrepared Spells

3rd

Armor of Agathys, Command

5th

Hold Person, Spiritual Weapon

9th

Bestow Curse, Fear

13th

Dominate Beast, Stoneskin

17th

Cloudkill, Dominate Person

Conquering Presence

You can channel your divine power to issue an imperious mandate. As a Bonus Action, you can expend one use of your Channel Divinity to cast the Command spell without expending a spell slot. When you cast it in this way, the effective level of the spell is equal to your Charisma modifier (minimum of 1).

Guided Strike

Your oath lets you strike with supernatural accuracy. When you miss an attack roll, you can expend one use of your Channel Divinity to gain a +10 bonus to the roll.

Aura of Conquest (Level 7)

Your commanding presence imposes relentless pressure on your foes. If you choose to, creatures within your Aura of Protection take Psychic damage equal to your Paladin level when they fail their saving throw against your Command spell, and half as much damage if they succeed.

Scornful Rebuke (Level 15)

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 do not have the Incapacitated condition.

Invincible Conqueror (Level 20)

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

  • Damage Resistance
  • Extra Attack
  • Brutal Attacks

Oath of Devotion

Oath of Devotion

Oath of Devotion (Level 3)

Uphold the Ideals of Justice and Order

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

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

These paladins share the following tenets:

  • Let your word be your promise.

  • Protect the weak and never fear to act.

  • Let your honorable deeds be an example.

Oath of Devotion Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Sacred Weapon

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

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

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

Aura of Devotion (Level 7)

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Smite of Protection (Level 15)

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Holy Nimbus (Level 20)

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

Holy Ward

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

Radiant Damage

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

Sunlight

The aura is filled with Bright Light that is sunlight.

Oath of Draconic Majesty

Oath of Draconic Majesty

Oath of Dragons

Oath of Dynamism

Oath of Enlightenment

Oath of Eternal Night

Oath of Exile

Oath of Fervor

Oath of Free Commerce

Oath of Glory

Oath of Glory

Oath of Glory (Level 3)

Strive for the Heights of Heroism

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

These paladins share the following tenets:

  • Endeavor to be known by your deeds.

  • Face hardships with courage.

  • Inspire others to strive for glory.

Oath of Glory Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Inspiring Smite

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

Peerless Athlete

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

Aura of Alacrity (Level 7)

Your Speed increases by 10 feet.

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

Glorious Defense (Level 15)

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

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

Living Legend (Level 20)

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

Charismatic

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

Saving Throw Reroll

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

Unerring Strike

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

Oath of Grief

Oath of Heresy

Oath of Heresy

Oath of Hexes

Oath of Hope

Oath of Inquisition

Oath of Inquisition

Oath of Inquisition

Oath of Inquisition

Oath of Judgment

Oath of Judgment

Oath of Justice

Oath of Leadership

Oath of Leadership

Oath of Legacy

Oath of Liberty

Oath of Liberty

Oath of Liberty

Oath of Love

Oath of Love

Oath of Love (Level 3)

Paladins of Love both exemplify and go against what one thinks of when they envision a Paladin. They are known to be extremely committed to their cause, but what fuels their commitment is not a sense of morality, or a divine sense of justice, but rather their very own feelings. Paladins of Love reject the idea that to be a holy warrior, one must be unfeeling in the commitment of living their life according to an oath. Their oath itself relies on the love that inspires them to swear by the tenets they follow. To them, loving eyes are the only eyes not clouded by superfluous ideals and morals.

Paladins of Love choose a beloved—or rather, their feelings choose for them. A Paladin's beloved, what they love most in this world and all the others, is the source of their power. Most Paladins' beloved are people. Parents gain magical abilities by swearing an oath to love and protect their child, or lovers battle together and use their love for each other as the force that guides their blows. Other Paladins of Love, however, find their beloved in a deity, or a place, or a group of people, or a concept. Paladins of Love are not interested in questions of morality, and are not required to find a beloved that is 'good'—they are only required to love the object(s) of their affection unconditionally.

As long as the Paladin feels an extremely powerful love towards their beloved, they can swear the Oath of Love and become what is commonly referred to as a Knight of Hearts.

Tenets of Love

The tenets of the Oath of Love hold the feelings of the Paladin as what is most important. Their commitment to protect and cherish what they love, along with their vows, pushes Paladins of Love to feel strongly and proudly.

Love Unabashedly

I desecrate what I love by being ashamed of my feelings. I will wear my heart on my sleeve and love proudly.

Love my Beloved

Those whom I love and those who love what I love are my beloved, and I will be their sword and their shield.

Love is Sacred

If anyone or anything loves strongly, I will respect their affection and their feelings and help their love flourish, no matter how different from my own feelings theirs are.

Love Makes us Better

No matter the circumstances, I won't let my love waver, for it strengthens not only me, but also all of my beloved.

Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Love Spells table, you thereafter always have the listed spells prepared.

Oath of Love Spells
Paladin LevelSpells

3rd

Bless

5th

Enhance Ability

9th

Haste

13th

Otiluke's Resilient Sphere

17th

Wall of Force

Channel Divinity

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

Loving Embrace

You can use your Channel Divinity to uncloud the feelings of a loved one, returning their mind and body to their control. As an action, you touch a creature. The creature is immediately free of any of the following conditions: Charmed, Frightened, Incapacitated, Paralyzed, Petrified, and Stunned. The creature is also free of any other effects that negate their free will, such as possession.

Galvanizing Affection

You can use your Channel Divinity to channel the strength of your love into an inspiring, rousing cry that empowers your loved ones. As an action, you present your holy symbol and choose a number of willing creatures (that can include you) equal to your Charisma modifier. For 1 minute, these creatures add half of your Charisma modifier, rounded up, to their damage rolls.

Aura of Love (Level 7)

Starting at 7th level, you can empower your allies, and especially your beloved, with your love. When a Friendly and willing creature within 10 feet of you makes an attack roll, you can use your Reaction to add your Charisma modifier to their attack roll.

Additionally, you can use your Bonus Action to select a Friendly and willing creature within your aura. This creature is now your beloved, and enjoys a number of bonuses while within your aura:

  • They add your Charisma modifier to one of their attack rolls per round.

  • They gain a +1 bonus to their AC.

  • They are instantly stabilized if they are reduced to to 0 hit points.

The creature counts as your beloved for 1 minute or until they leave the radius of your aura. At 18th level, the range of this aura increases to 30 feet.

Empowered by Love (Level 15)

Starting at 15th level, you become stronger when fighting side by side with those you love. When the Friendly and willing creature you have selected within your aura as your beloved is within 10 feet of you, you enjoy the following bonuses:

  • You add a +1 bonus to all your attacks and damage rolls.

  • You gain a +1 bonus to AC.

Knight of Hearts (Level 20)

You become the living embodiment of the love you feel so strongly, which gives you and those you love the following benefits:

  • You can choose a number of Friendly and willing creatures equal to your Charisma modifier as your beloved. They all enjoy the same bonuses while within your aura.

  • You add a +2 instead of a +1 to your AC, along with all your attack rolls and damage rolls, as long as there is a conscious beloved within your aura.

Oath of Love

Oath of Love

Oath of Mysticism

Oath of Mysticism

Oath of Nydeshka

Oath of Perseverance

Oath of Pestilence

Oath of Pestilence

Oath of Pestilence (Level 3)

Gain Strength Through Suffering

Clad in grime-soaked armor and wielding rusting weapons, Oath of Pestilence Paladins spread corruption, disease, and filth. Bound by an oath that infests their bodies with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.

These Paladins share the following tenets:

  • Spread plague to foster strength in the survivors.

  • There is nothing unnatural or immoral about the ending of life.

  • Might makes right.

Debilitating Fever

You can inflict disease upon a creature. When you hit a creature with an attack roll using a weapon or Unarmed Strike, you can expend one use of your Channel Divinity to give that creature the Poisoned condition for 1 minute. While Poisoned in this way, the target also has the Incapacitated condition. At the end of each of its turns, the Poisoned target makes a Constitution save, ending the effect on itself on a success.

Entropic Infection

As a Magic action, you can expend one use of your Channel Divinity and select a creature you can see within 30 feet of yourself. For 1 minute, if you deal damage to the target, the target takes an extra 2d6 Necrotic damage. In addition, the target loses Resistance and Immunity to Necrotic damage. The target can make a Constitution save against the Paladin's spell save DC at the end of each of its turns, ending the effect on itself on a success.

Oath of Pestilence Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Pestilence Spells table, you thereafter always have the listed spells prepared.

Aura of Rampant Sickness (Level 7)

You emit an aura of contagion and virulence. When a creature within your Aura of Protection is about to make a D20 Test, you can take a Reaction to impose Disadvantage on that D20 Test.

Disgusting Resilience (Level 15)

When you are reduced to 0 Hit Points and not killed outright, you can spend any number of Hit Dice, roll them, and reduce the damage taken by the total rolled on those dice.

In addition, if you are killed, your corpse explodes in a shower of pus and gore. Each creature in a 20-foot Emanation originating from you makes Constitution saving throw gainst the Paladin's spell save DC, taking 8d6 Necrotic damage on a failed save or half as much damage on a successful one.

Plaguebringer (Level 20)

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

One with Plague

You are Immune to Poison damage and the Poisoned condition, and you have Resistance to Necrotic damage.

Bolstered by Rot

Your Hit Point maximum can't be reduced.

Entropic Radiance

Whenever an enemy starts its turn within your Aura of Protection, it takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus.

Oath of Pestilence

Oath of Pragmatism

Oath of Predation

Oath of Progress

Oath of Prosperity

Oath of Prosperity

Oath of Protection

Oath of Providence

Oath of Providence

Oath of Purification

Oath of Radiance

Oath of Radiance

Oath of Rebellion

Oath of Rebellion

Oath of Rebirth

Oath of Redemption

Oath of Redemption

Oath of Redemption (Level 3)

Lead Others Back to the Path of Righteousness

The Oath of Redemption calls paladins to a path of peace and transformation, believing that all creatures can be redeemed, no matter how far they've strayed. Redeemers confront evil with compassion, seeking to turn enemies into allies and using violence only as a last resort. They strive to be a beacon of hope, but remain pragmatic, understanding that some beings, like undead and demons, are beyond redemption and must be confronted with force to protect the greater good.

These paladins adhere to the following tenets:

  • Nurture innocence and peace.

  • Find potential for righteousness.

  • Practice patience and clarity.

Oath of Redemption Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Redemption Spells table, you thereafter always have the listed spells prepared.

Emissary of Peace

You can expend one use of 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

Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can take a Reaction to expend one use of your Channel Divinity to force the attacker to make a Wisdom saving throw. On a failed save, you rebuke the attacker, who takes Radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian (Level 7)

You can shield others from harm at the cost of your own health. When a creature within your Aura of Protection takes damage, you can take a 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 but the Emissary of Redemption feature.

Protective Spirit (Level 15)

A holy presence mends your wounds in battle. If you are Bloodied at the end of your turn, you regain Hit Points equal to 1d6 + half your Paladin level (rounded up). You can't use this feature if you have the Incapacitated condition.

Emissary of Redemption (Level 20)

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

  • Radiant Rebuke
  • Stout Guardian
  • Sacred Sanctuary

Oath of Remembrance

Oath of Resolve

Oath of Resolve

Oath of Revelry

Oath of Revelry

Oath of Revelry (Level 3)

Work Hard and Party Harder

Paladins who swear the Oath of Revelry make a solemn vow to party day and night until their hearts give out. The antithesis of stuffy, lawful crusaders, these emissaries of carousal travel the land, crashing parties and raising hell wherever they raise a glass. Authorities bristle at their arrival, but the youth cheer, for a Party Paladin is always accompanied by a good time.

These paladins share the following tenets:

  • Abide by the doctrines of the Codicus Brodicus.

  • Celebrate every occasion, inviting friend and foe alike.

  • When necessary, fight for your right to party.

Oath of Revelry Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Revelry Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).

Conjure Drink

As a Magic action, you can expend one use of your Channel Divinity to conjure a number of mugs filled with frothy ale up to your Charisma modifier (minimum of one), which appear in spaces within 30 feet of yourself. A creature that drinks the ale as a Bonus Action gains Temporary Hit Points equal to your Charisma modifier and has Advantage on saving throws for 1 minute. When you finish a Long Rest, the mugs and remaining ale vanish.

Aura of Fraternity (Level 7)

You and your allies deal an extra 1d4 damage on attacks using Melee weapons or Unarmed Strikes while in your Aura of Protection. This damage is the same type dealt by the weapon or Unarmed Strike.

Merrymaker (Level 15)

When you or an ally within 30 feet of yourself that can see or hear you makes a D20 Test, you can take a Reaction to give that creature Advantage on the roll.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a Long Rest. If the creature still fails the D20 Test, this use of Merrymaker isn't expended.

Party Animal (Level 20)

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

Extra Damage

The extra damage from your Aura of Fraternity increases to 1d8.

Heroic Inspiration

At the start of each of your turns, you can give Heroic Inspiration to one ally within the aura.

Immunities

You and your allies have Immunity to the Blinded, Deafened, Exhaustion, and Poisoned conditions while in the aura.

Oath of Revelry

Oath of Righteous Gander

Oath of Sacrament

Oath of Sacrifice

Oath of Safeguarding

Oath of Safety and Health Administration

Oath of Sanctuary

Oath of Sarshel

Oath of Shugenja

Oath of Slaughter

Oath of Slaughter (Level 3)

Revel in Unbridled Violence

The only truth of war is death. The only virtue is to kill. The only victory is to survive. Heroism, honor, and glory are illusions. This is the creed of Tormach, Arch Daemon of Wrath, but this philosophy rings true for all warriors who devote themselves, body and soul, to the thrill of combat and the delight of bloodshed. Such champions find themselves at the forefront of armies, using the most violent methods at their disposal to bring battles to a swift close... or drawing out the war to sate their own appetites.

Paladins who take the Oath of Slaughter share the following tenets:

  • Violence is the end, not the means.

  • Break the body to break the spirit.

  • Revel in bloodshed, whether friend or foe.

Frenzied Slaughter

You can harness the rush of battle to drive you to even greater acts of violence. As a Bonus Action, you can expend one use of your Channel Divinity to enter a battle frenzy. You gain the following benefits while this feature is active.

Reflexive Attack

When you miss with an attack roll using a Melee weapon or Unarmed Strike, you can take a Reaction to make another attack with the same weapon.

Condition Resistance

You have Advantage on saving throws to avoid or end the Charmed, Frightened, and Stunned conditions.

Duration

Frenzied Slaughter lasts until the end of your next turn, and it ends early if you have the Incapacitated condition. If your Frenzied Slaughter is still active on your next turn, you can extend it for another round by doing one of the following:

  • Make an attack roll against an enemy.

  • Force an enemy to make a saving throw.

  • You are Bloodied at the end of your turn.

Each time Frenzied Slaughter is extended, it lasts until the end of your next turn. You can maintain it for up to 1 minute.

Oath of Slaughter Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Slaughter Spells table, you thereafter always have the listed spells prepared.

Bloodthirst Aura (Level 7)

Your lust for blood infects those around you. When a Bloodied ally within your Aura of Protection makes an attack with a weapon or an Unarmed Strike, it gains a bonus to damage. The bonus equals your Charisma modifier.

Additionally, when a Bloodied creature within your Aura of Protection makes a saving throw against a Sangromancy spell, you can take a Reaction to impose Disadvantage on the save.

Follow Through (Level 15)

When a creature in your Aura of Protection becomes Bloodied, you can take a Reaction to move up to half your Speed and make an attack with a Melee weapon or Unarmed Strike. This movement doesn't provoke Opportunity Attacks, and you have Advantage on the attack roll

Blood Knight (Level 20)

Your bloodthirst imbues you with preternatural strength and resilience, allowing you to keep sowing slaughter. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Crimson Armor

When a creature within your Aura of Protection becomes Bloodied by an enemy, you gain 30 Temporary Hit Points.

Seeing Red

When a creature hits you with an attack roll, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Wanton Slaughter

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can choose any number of creatures within 5 feet of the original target and within your reach. Each chosen creature takes Force damage equal to your Charisma modifier (minimum of +1) plus your Proficiency Bonus.

Oath of Spiritualism

Aura of Serenity (Level 7)

Your presence brings spiritual stability to those around you. You and friendly creatures have resistance to necrotic, psychic, and radiant damage while in your Aura of Protection.

Transcendent Mind (Level 15)

Your understanding of the spiritual realm gives you proficiency in Intelligence saving throws, if you don't have it already.

Additionally, you can cast Detect Thoughts without expending a spell slot.

Enlightenment (Level 20)

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

  • Truesight

    You and allies in your Aura of Protection gain 30 feet of Truesight.

  • Undying

    Your allies in your Aura of Protection cannot be reduced below 1 Hit Point, unless the effect would kill the creature outright.

  • Light of the Enlightened

    Your aura is filled with Bright Light that is considered sunlight.

Oath of Storms

Oath of Storms

Oath of the Ancients

Oath of the Ancients

Oath of the Ancients (Level 3)

Preserve Life and Light in the World

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

These paladins share the following tenets:

  • Kindle the light of hope.

  • Shelter life.

  • Delight in art and laughter.

Oath of the Ancients Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Nature's Wrath

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

Aura of Warding (Level 7)

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

Undying Sentinel (Level 15)

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

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

Elder Champion (Level 20)

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

Diminish Defiance

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

Regeneration

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

Swift Spells

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

Oath of the Annihilator

Oath of the Arcane

Oath of the Blade

Oath of the Blade

Oath of the Bone Knight

Oath of the Common Man

Oath of the Common Man

Oath of the Corsair

Oath of the Corsair

Oath of the Crown

Oath of the Crown

Oath of the Crown (Level 3)

Embody the Ideals of Duty and Service

The Oath of the Crown is sworn by paladins who dedicate themselves to the principles of civilization, whether through loyalty to a nation, fealty to a sovereign, or service to a deity of law and order. These paladins see themselves as guardians of society, protecting it from the chaos that seeks to undermine its foundations. Known as Guardians, Exemplars, or Sentinels, they often serve in knightly orders, taking their oath as part of their commitment to uphold the stability and laws that sustain their communities.

These paladins adhere to the following tenets:

  • Enforce the laws of society.

  • Support allies in any circumstance.

  • Fulfill duty and obligation.

Oath of the Crown Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.

Champion Challenge

As a Bonus Action, you can expend one use of your Channel Divinity to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you and has Disadvantage on attack rolls against creatures other than you. This effect lasts for 1 minute.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends early on a creature if you have the Incapacitated condition, die, or if the creature is more than 30 feet away from you.

Turn the Tide

As a Bonus Action, you can expend one use of your Channel Divinity to bolster injured creatures. Each Bloodied creature of your choice that can hear you within 30 feet of you regains Hit Points equal to 1d6 + your Charisma modifier (minimum of 1).

Aura of Allegiance (Level 7)

Your presence deters enemies from targeting your allies. While an ally is within your Aura of Protection, you can take a Reaction to grant it the benefits of the Disengage action whilest it remains in your Aura of Protection this turn.

Unyielding Spirit (Level 15)

You become a relentless force in your cause. You have Advantage on saving throws and ability checks to avoid or end the Grappled, Paralyzed, Restrained, or Stunned conditions.

Exalted Champion (Level 20)

Your presence on the field of battle is an inspiration to those dedicated to your cause. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

  • Damage Resistance
  • Death Saving Throws
  • Wisdom Saving Throws

Oath of the Dawn

Oath of the Dragon

Oath of the Dragon

Oath of the Dragonlord

Oath of the Dragonlord

Oath of the Dreamwarden

Oath of the Elder Sign

Oath of the Eldritch Hunt

Oath of the Eldritch Hunt

Oath of the Elements

Oath of the Elements

Oath of the Exorcist

Oath of the Exorcist

Oath of the Fiery Crusader

Oath of the Gamma Knight

Oath of the Gamma Knight (Level 3)

Paladin Subclass: Explore the Far Corners of the 'Verse

Gamma Knights dedicate themselves to the ideals of freedom and exploration as they scour the 'Verse for fragments of the legendary Gamma Pendant, source of all hardlight. This legendary pendant was once shattered and cast to the far corners of space, where its individual shards of hardlight gleam, waiting for a gamma knight to collect them.

These paladins share the following tenets:

  • See every horizon across the 'Verse.

  • Right wrongs and break chains wherever you travel.

Gamma Knight Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Gamma Knight Spells table, you thereafter always have the listed spells prepared.

Gamma Blade

As a Magic action, you can expend one use of your Channel Divinity to create a magical bond between yourself and one weapon, which becomes your Gamma Blade. The bond fails if another Paladin is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. The bond lasts until you use this feature to bond to another weapon or you choose to end the bond (no action required). Your Gamma Blade gains the following benefits:

Charismatic Attacks

Whenever you attack with your Gamma Blade, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Force, Necrotic, or Radiant damage or its normal damage type.

Projected Blade

You can use your Gamma Blade to make ranged attacks with a range of 30/120 feet, as a blast of energy extends from the blade.

Ranged Smite

You can cast the Divine Smite spell whenever you hit a creature with a Ranged attack using your Gamma Blade.

Gamma Strike

Once on each of your turns when you take the Attack action, you can expend one use of your Channel Divinity to make an extra attack using your Gamma Blade.

Aura of Attunement (Level 7)

You can attune up to four magic items at once rather than three.

As a Bonus Action, you can transfer one of your attuned magic items to an ally in your Aura of Protection. The item teleports to the ally and the ally temporarily becomes attuned to the item, which doesn't count against the number of magic items it can attune to.

This transference lasts for 1 minute. It ends early if you have the Incapacitated condition, you dismiss the effect (no action required), or if you use this feature to transfer another item. When the transference ends, the magic item teleports back to you, its temporary Attunement ends, and you attune to it again.

Intercepting Strike (Level 15)

Whenever an enemy that you can see hits you or one of your allies within your Aura of Protection with a ranged attack, you can take a Reaction to intercept the projectile. Make a ranged attack using your Gamma Blade. The projectile's Armor Class equals the enemy's attack roll. If you hit the projectile, the enemy's attack misses.

Galactic Knight (Level 20)

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

Enhanced Gamma Strike

You can use your Gamma Strike ability without expending a use of your Channel Divinity.

Flight

You have a Fly Speed equal to your Speed and can hover.

Swift Magic Items

Once on each of your turns when you take the Attack action, you can replace one of your attacks with the activation of a magic item that requires the Magic action.

Mega Size

If you activate this feature while in open space, outside the confines of an atmosphere or gravitational field, you can cast Hardlight Battleframe without a spell slot or components as part of the Bonus Action you take to cast this feature.

Oath of the Giving Grave

Antipaladin Class Features (Level 3)

Oath of the Giving Grave (Level 3)

The giving grave is more a philosophy than a formalized code. It appeals to warriors who value power above life, to would-be conquerors who balk at nothing when imposing their will on the weak, to warlords who seek to extend their reigns beyond the usual limit of a single lifetime, and, frankly, to psychotic killers who crave the stamp of divine approval on their bloodletting.

Tenets of the Giving Grave

Conquer Death

Immense power is needed to repair what's wrong with the world, and mortal beings' lives are too short to acquire that power and wield it effectively. Therefore, death itself must be overcome, and the only path beyond death is through the grave.

Serve Those Who Can Teach

To overcome death, one must serve and learn from those who have that knowledge, regardless of one's views about those entities. When they have no more to teach and no further aid to give, only then can the student's moral feelings come into play.

Brook No Opposition

Your vision for the world is correct, and the path to achieving it is narrow and treacherous. A single misstep could lead to disaster. Anyone who obstructs that path imperils the future and therefore deserves neither life nor mercy. This isn't cruelty; it's necessity. Where possible, those who fall can be redeemed by being made to serve your ambition after their deaths.

Honor the Gods of Death

Honor the gods who grant you power over life and death with devotion and sacrifice, so that they will aid you and look favorably on you as an instrument of their power, or even as an ally. Punish those who blaspheme against them.

Oath Spells

Oath of the Giving Grave Spells

Channel Divinity

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

Overawe Enemy

As an action, you present your unholy symbol and utter a promise of horrors to come, 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 stunned. Celestials and Good-aligned fey have disadvantage on the saving throw. On a failed save, the creature is stunned for 1 minute or until it takes any damage.

Mark of the Funeral Feast

As a bonus action, you can shout a command and indicate a creature you can see within 10 feet of you, using your Channel Divinity. All unintelligent undead below Challenge Rating 1 who are within sight of the creature become compelled to pursue and attack it. The effect ends in 1 minute or when the target creature drops to 0 hit points or falls unconscious. When the effect ends, the undead return to what they were doing before.

Aura of the Unrepentant (Level 7)

Starting at 7th level, you and allies within 10 feet of you can't be turned while you are conscious. At 18th level, the radius of this aura increases to 30 feet.

Tenacious Life (Level 15)

Starting at 15th level, you gain regeneration. If you start your turn with fewer than half of your maximum hit points, you regain 5 hit points. If you take fire or radiant damage, this trait doesn't function at the start of your next turn.

Undying Sentinel (Level 20)

At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

Oath of the Goodest Boi

Oath of the Grave

Oath of the Grim Hunt

Oath of the Guardian

Oath of the Guardian (Level 3)

The first step to killing an eldritch horror: don't die.

These Paladins serve as protectors of the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order.

Tenets of the Guardian

Like any Paladin oath, the ethos embraced by specific Paladins or the order they belong to shapes their beliefs. Listed below are sample tenets for the various alignments. Create your specific tenets by picking up to four ideals that capture your views.

Tenets of Chaos

  • Affinity

    You protect and help those you feel meet your personal standards.

  • Beauty

    Violence is nihilistic; protect the beautiful and precious instead.

  • Freedom

    Tyrants use violence to oppress. You deny that power.

Tenets of Evil

  • Dominance

    Let others believe you protect them so you can rule them.

  • Opportunism

    Protect others while it profits you. Strike when they weaken.

  • Profit

    Guard the wealthy as long as they pay. Join the mob when they fall.

Tenets of Good

  • Courage

    Stand firm in the face of danger.

  • Sacrifice

    Suffer for others so they may flourish.

  • Service

    Use your strength to serve those who need help most.

Tenets of Law

  • Fidelity

    Keep your oath above all.

  • Protection

    Guard civilization to preserve order.

  • Service

    Follow your code to protect others, even in complex duties.

Oath of the Guardian Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Guardian Spells table, you thereafter always have the listed spells prepared.

Defensive Intervention

When a creature you can see hits another creature within 30 feet of you with an attack roll, you can take a Reaction and expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space within range of the triggering attack and become the target of the attack.

Marking Strike

When you hit a creature with an attack roll using a weapon, you can forgo using that weapon's mastery property to mark the target until the end of your next turn. This effect ends early if you have the Incapacitated condition or if someone else marks the creature. A marked creature has Disadvantage on attack rolls against targets other than you, and it must spend 2 feet of movement for every 1 foot it moves when moving away from you.

Guarding Presence (Level 7)

As a Bonus Action, you can choose creatures within 5 feet of yourself, up to a number of creatures equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures can use your AC instead of its own AC as long as it remains within 5 feet of you or until you have the Incapacitated condition.

Inspiring Defense (Level 7)

You can attack twice instead of once whenever you make an Opportunity Attack action. In addition, creatures of your choice under the effects of your Guarding Presence can attack twice instead of once whenever they make an Opportunity Attack.

Ward of the Guardian (Level 15)

When a creature marked by you that you can see reduces an ally to 0 Hit Points and doesn't kill the ally outright, you can take a Reaction to have the ally drop to 1 Hit Point instead. If you do so, the ally can immediately take a Reaction to make a melee attack against the marked creature if it's within reach.

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

Guardian Angel (Level 20)

As a Bonus Action, you become a living bastion of defense, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Walking Bastion

Your Guarding Presence becomes a 100-foot Emanation. Creatures of your choice within the Emanation can use your AC.

Endless Divinity

On each of your turns, if you have no uses of Channel Divinity left, you can give yourself one use.

Supreme Punishment

You can use Ward of the Guardian without taking a Reaction once each round. When you do so, you can't use it this way again until the start of your next turn.

Oath of the Guardian

Oath of the Harvest

Oath of the Hearth

Oath of the Hearth

Oath of the Hospitalier

Oath of the Kell Knight

Oath of the Leylines

Oath of the Midnight Hour

Oath of the Minutemen

Oath of the Monolith

Oath of the Night

Oath of the Noble Genies

Oath of the Noble Genies (Level 3)

Brandish the Elemental Splendor of Genies

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

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

  • Sow the seeds of creation amid the ashes of destruction.

  • Lead with splendor and grace.

  • Respect the elements, and fear their wrath.

Elemental Smite

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.

Dao's Crush

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

Djinni's Escape

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

Efreeti's Fury

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

Marid's Surge

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

Genie Spells

When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.

Genie's Splendor

When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.

You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.

Aura of Elemental Shielding (Level 7)

Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.

At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).

Elemental Rebuke (Level 15)

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

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

Noble Scion (Level 20)

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

Flight

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

Minor Wish

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

Oath of the Nomad

Oath of the Nomad (Level 3)

The Oath of the Nomad binds a paladin to a life on the road. Sometimes they are called pilgrims, crusaders, wandering sellswords, or just nomads. Even though they may commit acts other paladins abhor, they usually do it to help someone who required aid. Many who swear to this oath are bound by neutrality, as one cannot be considered good or evil in all the different cultures. Because of this they prefer not to wear clothing or use symbols associated with a specific culture.

Tenets of the Nomad

The tenets of the Oath of the Nomad are based on a life of travel. The Oath emphasises that sharing what you have on your travels is the most sacred thing you can do. Its four central principles are as follows:

  • Lend Your Ear

    Hear out anyone who may want to be heard. Their story might inspire you to help them or others.

  • Lend Your Voice

    Share your knowledge with whomever may want to hear it. The more the people know, the more they can do to better everything around them.

  • Lend Your Sight

    Try to spot the flaws and benefits in someone else's designs and culture. This may guide you or others in the right direction.

  • Lend Your Ear

    Give a hand to someone in need. They will appreciate it and may even reward you with new stories or knowledge.

Oath Spells

You gain the following Oath spells, when you reach the listed paladin level. You always have these spells prepared, and they don't count to the maximum number of spells you can prepare.

Channel Divinity: Forgotten Knowledge

As a Bonus Action, you can activate your Channel Divinity to more easily remember facts. For the next hour you can add your Charisma modifier to all Intelligence based ability checks.

Channel Divinity: Inspiring Speech

As a Bonus Action, you shout a few inspiring words. Any number of creatures of your choice, to a maximum equal to your Charisma modifier (minimum of 1), that you can see within 30ft, gain the ability to reroll one D20 Test, taking the highest result. The creature can use the reroll once in the next hour.

Aura of Freedom (Level 7)

Starting at 7th level, you grant others the ability to travel unhindered. Whenever a creature starts their turns within 10 feet of you, they can move an additional 5 feet that turn. In addition to that you and all friendly creatures can't be Grappled or Restrained and aren't affected by Difficult Terrain while they are in your aura. The aura is inactive while you are incapacitated.

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

Smooth Redirection (Level 15)

Starting at 15th level, you can easily deflect any ranged attack. Whenever you or another creature, within 5 feet of you, is hit by a ranged attack, you use your Reaction to try to redirect the projectile/force. Your Reaction grants the target a bonus to AC equal to your charisma modifier (minimum of 1). If that makes the attack miss, you may make a ranged spell attack roll against one creature you can see within 30 feet of you. On a hit they suffer the original damage and potential effects.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses when you finish a Long Rest.

Emissary of the Wind (Level 20)

At 20th level, you have become so well-travelled that you and your knowledge travel as fast as the wind. As an Action, you can activate the avatar of travel, which grants the following benefits for 1 hour:

  • Your base movement speed is 50ft.

  • You sprout wings and gain a flying speed equal to your base speed.

  • Any friendly creature within 5ft of you has advantage on all Intelligence, Wisdom, and Charisma based ability checks.

Once you use this feature, it can't be used again until you have finished a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Oath of the North Star

Oath of the North Star

Oath of the Open Road

Oath of the Open Sea

Oath of the Open Sea

Oath of the Open Sea

Oath of the Plaguetouched

Oath of the Planes

Oath of the Runeblade

Oath of the Sagittal Wardens

Oath of the Sepulcher

Oath of the Shield

Oath of the Shield

Oath of the Silverhair

Oath of the Slain

Oath of the Spelldrinker

Oath of the Sultansworn

Oath of the Sun

Oath of the Sun (Level 3)

Spread the Sun Above with Scorching Spells

The Oath of the Sun binds Paladins to a singular solar philosophy, usually with devotion to the Sun Above. The Sun is the ultimate force of creation and destruction, bringing light, warmth, and nourishment, but also fire and destruction. Paladins pledged to the Sun strive to bring this dual nature to the furthest reaches of the 'Verse and protect those who fall under the sun's rays.

Avia-ra paladins of the Sun usually belong to the Church of the Sun above, a monotheistic religion that believes that the Sepulcher Star at the center of the galaxy is their one true god. Throughout the 'Verse, these Paladins evangelize their solar philosophy to Low Worlds and advanced worlds alike, whether or not the audience is willing to hear it.

These paladins share the following tenets:

  • Spread the light of wisdom.

  • Revere the old traditions of the sun.

  • Leverage mercy above retribution.

Oath of the Sun Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Sun Spells table, you thereafter always have the listed spells prepared.

Solar Flare

As a Magic action, you can expend one use of your Channel Divinity emit a blinding flash of light in a 20-foot Emanation. When you do so, each creature you choose within the Emanation must make a Constitution saving throw against your spell save DC or have the Blinded condition for 1 minute. A Blinded creature repeats the save at the end of each of its turns, ending the condition on itself on a success.

Aura of Warmth (Level 7)

You and your allies have Resistance to Cold and Fire damage while in your Aura of Protection. Additionally, you and allies within your Aura of Protection are protected from Extreme Temperatures.

Additionally, as a Bonus Action, you can cast Bright Light that is sunlight within your Aura of Protection and Dim Light for an additional 10 feet. You can dismiss this light as a Bonus Action.

Incandescent Strikes (Level 15)

The extra damage of your Radiant Strikes becomes 1d10 Radiant damage.

Zenith (Level 20)

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

Flare Damage

Whenever you deal Fire or Radiant damage and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Charisma modifier (minimum of 1).

Sunbeam

As part of the Bonus Action you take to cast this feature, you cast Sunbeam without a spell slot. When you cast it in this way, you can replace one of your attacks on subsequent turns with the spell's Magic action.

Oath of The Sun

Oath of the Swarm

Oath of the Templar

Oath of the the Unbroken

Oath of the Tormented

Oath of the Unconquered

Oath of the Unconquered

Oath of the Vigilante

Oath of the Void

Oath of the Watchers

Oath of the Watchers

Oath of the Watchers (Level 3)

Stand Against Dread from Beyond the Stars

The Oath of the Watchers binds paladins to protect the mortal realms from extraplanar threats, which are beyond the reach of ordinary soldiers. These paladins undergo relentless training to hone their minds, spirits, and bodies, striving to be the ultimate defenders against such formidable dangers. They remain ever-watchful for signs of otherworldly influence and often establish networks of spies and informants to monitor potential cults and infernal infiltrations. For Watchers, vigilance and readiness are as crucial as their armor, as they cultivate a culture of suspicion and preparedness to safeguard against these potent threats.

These paladins adhere to the following tenets:

  • Monitor extraplanar activity.

  • Reject supernatural aid.

  • Prepare your mind and body for any challenge..

Oath of the Watchers Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Watchers Spells table, you thereafter always have the listed spells prepared.

Oath of the Watchers Spells
Paladin LevelPrepared Spells

3rd

Alarm, Detect Magic

5th

Moonbeam, See Invisibility

9th

Counterspell, Nondetection

13th

Aura of Purity, Banishment

17th

Hold Monster, Scrying

Cosmic Cognizance

Your divine connection sharpens your intellect, granting you heightened clarity. As a Bonus Action, you can expend one use of your Channel Divinity to gain a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Charisma modifier (minimum of +1) and last for 10 minutes.

Watcher's Will

You invest your presence with the warding power of your faith. As a Bonus Action, you can expend one use of your Channel Divinity to choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Aura of the Sentinel (Level 7)

When you or a creature of your choice within your Aura of Protection rolls for Initiative, it adds your Charisma modifier (minimum +1) to the roll.

Vigilant Rebuke (Level 15)

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can take a Reaction to deal 2d8 + your Charisma modifier Force damage to the creature that forced the saving throw.

Mortal Bulwark (Level 20)

You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

  • Truesight
  • Eldritch Warder
  • Cosmic Exile

Oath of the Watchtower

Oath of the Witchbane

Oath of the Working Class

Oath of the Yojimbo

Oath of Thunder

Oath of Treachery

Oath of Treachery

Oath of Truth

Oath of Tyranny

Oath of Unity

Oath of Unrest

Oath of Veneration

Oath of Vengeance

Oath of Vengeance

Oath of Vengeance (Level 3)

Punish Evildoers at Any Cost

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

These paladins share the following tenets:

  • Show the wicked no mercy.

  • Fight injustice and its causes.

  • Aid those harmed by injustice.

Oath of Vengeance Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Vow of Enmity

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

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

Relentless Avenger (Level 7)

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

Soul of Vengeance (Level 15)

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

Avenging Angel (Level 20)

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

Flight

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

Frightful Aura

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

Oath of Vigilance

Oath of Wile

Oath of Winter

Oath of Zeal

Oath of Zeal

Oath of Zeal

Oath of Zeal (Level 3)

Eliminate Threats to Ideological Purity

The Oath of Zeal is taken by paladins consumed by hatred for a specific group or ideology. Zealots, as these Paladins are sometimes called, pursue an inquisition against their enemies at all costs. They abandon compassion and honor as impediments to the more important work of ridding the world of those they deem dangerous or heretical.

These Paladins share the following tenets:

  • Reveal heresy and destroy those who practice it.

  • Show unwavering conviction and unflinching resolve.

  • Perform any sacrifice necessary to stop wickedness.

Mark of the Heretic

As a Bonus Action, you can expend one use of your Channel Divinity to mark a creature you can see within 30 feet of yourself as a heretic.

For 1 minute, your weapon attacks and Unarmed Strikes against the chosen creature can score a Critical Hit on a roll of 19 or 20 on the d20. In addition, whenever the target starts its turn, you can take a Reaction to make a melee attack against that creature if it's within reach.

Oath of Zeal Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Zeal Spells table, you thereafter always have the listed spells prepared.

Aura of Clarity (Level 7)

You and your allies have Immunity to the Blinded condition while in your Aura of Protection. If a Blinded ally enters the aura, that condition has no effect on that ally while there. Additionally, you can see Invisible creatures within your Aura of Protection.

Compel Confession (Level 15)

You can cast Zone of Truth without expending a spell slot. In addition, a creature that succeeds on its saving throw takes 1d6 Psychic damage at the start of each of its turns while in your Zone of Truth until it chooses to fail its saving throw instead.

Apocalyptic Revelation (Level 20)

As a Bonus Action, you can reveal the true nature of your enemies for 1 minute. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). You gain the following benefits.

Blinding Glory

Enemies that start their turn within 5 feet of you must make a Constitution saving throw against the Paladin's spell save DC. On a failed save, the creature has the Blinded condition until the start of its next turn.

See the Truth

You have Truesight with a range of 60 feet.

Smite the Heretic

As a Bonus Action, you can choose a creature within 60 feet of yourself and reveal its weaknesses. You and your allies have Advantage on attack rolls against that creature.

Oath of Zeal;

Oathbreaker

Oathbreaker

Oathbreaker (Level 3)

Wield the Corruption Born from Broken Promises

Once a beacon of virtue, the Oathbreaker is a fallen paladin who has abandoned their sacred vows for dark ambitions or to serve malevolent powers. Their inner light has been extinguished, leaving only the shadow of their former self. This transformation involves a complete renunciation of their holy oath, replaced by a drive to wield dark powers and command sinister forces.

An Oathbreaker embraces corruption, channeling their abilities to spread fear and chaos. They forsake their previous oath's tenets for new powers aligned with darkness and domination. As they delve deeper into their new path, they gain control over the undead, wield dark spells, and radiate an aura of dread.

These paladins adhere to the following tenets:

Oathbreaker Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oathbreaker Spells table, you thereafter always have the listed spells prepared.

Oath of Conquest Spells
Paladin LevelPrepared Spells

3rd

Hellish Rebuke, Wrathful Smite

5th

Darkness, Magic Weapon

9th

Bestow Curse, Summon Undead

13th

Blight, Confusion

17th

Contagion, Dominate Person

Profane Weapon

You can expend one use of your Channel Divinity to cast the Wrathful Smite spell without expending a spell slot. When you cast it in this way, the effective level of the spell is equal to your Charisma modifier (minimum of 1).

Aura of Hate (Level 7)

Your blows are charged with a tireless hatred for those lacking the courage to take their own path. When you hit a Frightened creature in your Aura of Protection with an attack roll using a weapon or an Unarmed Strike, the target takes extra damage equal to your Charisma modifier (minimum of 1).

Dreadbane Defense (Level 15)

Your reluctance towards holy vows has fortified your mind against outside influence. You have Immunity to Psychic damage and the Charmed condition.

Dread Lord (Level 20)

As a Bonus Action, you can imbue your Aura of Protection with false promises and dark intentions, granting the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore its use by expending a level 5 spell slot (no action required).

  • Horror Ward
  • Necrotic Damage
  • Darkness

Tech Knight

The Oathless

The Oathless

Weavebound