SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

WIS , CHA

Alternate Paladin

Niveau Proficiency Bonus Eigenschappen Spells Known Aura Radius
1 + 2 Fighting Style Anointed Warrior Divine Fervor 0 0
2 + 2 Fighting Style Anointed Warrior Divine Fervor 2 0
3 + 2 Fighting Style Anointed Warrior Divine Fervor 2 0
4 + 2 Fighting Style Anointed Warrior Divine Fervor 3 0
5 + 3 Fighting Style Anointed Warrior Divine Fervor 3 0
6 + 3 Fighting Style Anointed Warrior Divine Fervor 4 10 ft
7 + 3 Fighting Style Anointed Warrior Divine Fervor 4 10 ft
8 + 3 Fighting Style Anointed Warrior Divine Fervor 5 10 ft
9 + 4 Fighting Style Anointed Warrior Divine Fervor 5 15 ft
10 + 4 Fighting Style Anointed Warrior Divine Fervor 6 15 ft
11 + 4 Fighting Style Anointed Warrior Divine Fervor 6 15 ft
12 + 4 Fighting Style Anointed Warrior Divine Fervor 7 20 ft
13 + 5 Fighting Style Anointed Warrior Divine Fervor 7 20 ft
14 + 5 Fighting Style Anointed Warrior Divine Fervor 8 20 ft
15 + 5 Fighting Style Anointed Warrior Divine Fervor 8 25 ft
16 + 5 Fighting Style Anointed Warrior Divine Fervor 9 25 ft
17 + 6 Fighting Style Anointed Warrior Divine Fervor 9 25 ft
18 + 6 Fighting Style Anointed Warrior Divine Fervor 10 30 ft
19 + 6 Fighting Style Anointed Warrior Divine Fervor 10 30 ft
20 + 6 Fighting Style Anointed Warrior Divine Fervor 11 30 ft

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Fighting Style Anointed Warrior Divine Fervor 0 0 0 0 0
2 + 2 Fighting Style Anointed Warrior Divine Fervor 2 0 0 0 0
3 + 2 Fighting Style Anointed Warrior Divine Fervor 3 0 0 0 0
4 + 2 Fighting Style Anointed Warrior Divine Fervor 3 0 0 0 0
5 + 3 Fighting Style Anointed Warrior Divine Fervor 4 2 0 0 0
6 + 3 Fighting Style Anointed Warrior Divine Fervor 4 2 0 0 0
7 + 3 Fighting Style Anointed Warrior Divine Fervor 4 3 0 0 0
8 + 3 Fighting Style Anointed Warrior Divine Fervor 4 3 0 0 0
9 + 4 Fighting Style Anointed Warrior Divine Fervor 4 3 2 0 0
10 + 4 Fighting Style Anointed Warrior Divine Fervor 4 3 2 0 0
11 + 4 Fighting Style Anointed Warrior Divine Fervor 4 3 3 0 0
12 + 4 Fighting Style Anointed Warrior Divine Fervor 4 3 3 0 0
13 + 5 Fighting Style Anointed Warrior Divine Fervor 4 3 3 1 0
14 + 5 Fighting Style Anointed Warrior Divine Fervor 4 3 3 1 0
15 + 5 Fighting Style Anointed Warrior Divine Fervor 4 3 3 2 0
16 + 5 Fighting Style Anointed Warrior Divine Fervor 4 3 3 2 0
17 + 6 Fighting Style Anointed Warrior Divine Fervor 4 3 3 3 1
18 + 6 Fighting Style Anointed Warrior Divine Fervor 4 3 3 3 1
19 + 6 Fighting Style Anointed Warrior Divine Fervor 4 3 3 3 2
20 + 6 Fighting Style Anointed Warrior Divine Fervor 4 3 3 3 2

Klassespreuken

bane bless ceremony|xge command compelled duel (alternate)|llspell cure wounds detect evil & good detect magic detect poison & disease divine favor (alternate)|llspell ethereal anchor|llspell heroism Protection from Evil and Good sanctuary searing smite (alternate)|llspell shield of faith thunderous smite (alternate)|llspell wrathful smite (alternate)|llspell aid branding smite (alternate)|llspell find steed (alternate)|llspell gentle repose locate creature (alternate)|llspell magic weapon (alternate)|llspell prayer of healing protection from poison restoration|llspell warding bond zone of truth aura of vitality beacon of hope blinding smite (alternate)|llspell create food & water crusader's mantle daylight dispel magic magic circle remove curse revivify spirit shroud|tce aura of life aura of purity banishment death ward (alternate)|llspell freedom of movement guardian of faith staggering smite (alternate)|llspell banishing smite (alternate)|llspell circle of power destructive wave Dispel Evil and Good geas holy weapon|xge mass cure wounds raise dead conjure celestial (alternate)|llspell bane|xphb bless|xphb command|xphb cure wounds|xphb detect magic|xphb heroism|xphb protection from evil and good|xphb sanctuary|xphb shield of faith|xphb aid|xphb gentle repose|xphb prayer of healing|xphb protection from poison|xphb warding bond|xphb zone of truth|xphb aura of vitality|xphb beacon of hope|xphb crusader's mantle|xphb daylight|xphb dispel magic|xphb magic circle|xphb remove curse|xphb revivify|xphb aura of life|xphb aura of purity|xphb banishment|xphb freedom of movement|xphb guardian of faith|xphb circle of power|xphb destructive wave|xphb dispel evil and good|xphb geas|xphb mass cure wounds|xphb raise dead|xphb

Klasse-eigenschappen

Niveau 1

Fighting Style
Anointed Warrior
Divine Fervor

Niveau 10

Aura of Courage

Niveau 11

Righteous Strikes

Niveau 12

Ability Score Improvement

Niveau 14

Purifying Touch

Niveau 15

Sacred Oath Feature

Niveau 16

Ability Score Improvement

Niveau 18

Legendary Conviction

Niveau 19

Ability Score Improvement

Niveau 2

Spellcasting
Divine Smite

Niveau 20

Sacred Oath Feature

Niveau 3

Divine Regeneration
Sacred Oath

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack
Divine Sense

Niveau 6

Aura of Protection

Niveau 7

Sacred Oath Feature

Niveau 8

Ability Score Improvement

Niveau 9

Divine Health

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 0 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11

Caster-voortgang

Caster-voortgang: 1/2

Vaardigheden

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startuitrusting

Klasse-eigenschappen

Fighting Style (Level 1)

At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Anointed Warrior (Level 1)

At 1st level, you are consecrated as a divine warrior and gain the ability below which corresponds to your Alignment.

This feature, and other Paladin features you gain later, are fueled by a pool of Divine Fervor equal to your Paladin level. You regain all Divine Fervor when you complete a long rest.

Good

Your holy touch heals. As an action, you can touch a creature and expend Divine Fervor. For each use you expend, you can either restore its hit points equal to your Charisma modifier, cure one disease afflicting it, or end the Poisoned condition.

Neutral

Your touch fortifies allies in the cosmic struggle. As an action, you can touch one creature and expend one Divine Fervor to grant temporary hit points equal to your Charisma modifier.

Evil

Your vile touch siphons life. When you damage a creature with a melee attack, you can expend a Divine Fervor to gain temporary hit points equal to your Charisma modifier.

Divine Fervor (Level 1)

The righteous power of your Sacred Oath is represented by a pool of Divine Fervor used to fuel various Paladin and Oath features. You have an amount of Divine Fervor equal to your Paladin level. You regain expended Divine Fervor when you finish a long rest.

Spellcasting (Level 2)

At 2nd level, you learn to draw upon the power of your Sacred Oath to cast divine spells. You gain the following benefits:

Spell Slots

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

Spells Known Of 1st-Level And Higher

At 2nd level, know two 1st-level spells from the Paladin spell list at the end of this class. The Spells Known column of the Paladin table shows when you learn more Paladin spells, all of which must be of a level for which you have spell slots.

When you gain a Paladin level, you can choose one Paladin spell you know to replace with another of your choice.

Spellcasting Ability

Your power is drawn from the strength of your convictions, so Charisma is your spellcasting ability for Paladin spells. You use Charisma when a spell refers to your spellcasting ability, your Saving throw DC, or making a spell attack roll.

Spell

Spell

Spellcasting Focus

You use a holy symbol as the focus for Paladin spells. A holy symbol is a Tiny object or emblem that represents what you stand for. If you emblazon this Holy Symbol on a shield, you can use that shield as a spellcasting focus for your spells.

Divine Smite (Level 2)

Also starting at 2nd level, you can channel holy wrath through your strikes. Whenever you hit with a melee weapon attack or an unarmed strike, you can spend one spell slot to deal bonus damage, its type determined by your Alignment:

Smites
AlignmentDamage Type

Good

Radiant

Neutral

Thunder

Evil

Necrotic

This bonus damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 6d8 damage.

Divine Regeneration (Level 3)

Also at 3rd level, you learn to draw on the power of your Oath to regain some of your divine power. During a short rest, you can recover spell slots of a combined slot level equal to your Charisma modifier, or the same amount of Divine Fervor.

Once you use this feature to regain spell slots or Fervor, you must finish a long rest before you can use it again.

Sacred Oath (Level 3)

You have earned the honor to swear a Sacred Oath, marking you as a true Paladin. At 3rd level, choose a Sacred Oath that best represents your beliefs: Oath of the Ancients, Conquest, Devotion, Glory, Splendor, Throne, Vengeance, or Vigilance. Also included are Repentance, Oathless, and Blackguard.

Your Sacred Oath grants features at 3rd level, and again when you reach 7th, 15th, and 20th level in this class.

Oath Spells

Each Sacred Oath includes a list of Oath Spells you learn at the Paladin levels in your Sacred Oath description. They are Paladin spells for you, they don't count against your number of Spells Known, and they cannot be replaced.

Sacred Tenets

Each Oath has three Sacred Tenets that you vow to uphold. If a Paladin knowingly and willingly violates one of their Sacred Tenets, they cannot use their Sacred Oath features until they spend 1 hour making reparations appropriate to their Oath.

Breaking an Oath

A Paladin who consistently violates their Sacred Tenets risks breaking their Oath. Some vow an Oath of Redemption, but others fall and become an Oathless or a vile Blackguard. Talk with your DM about the limits of your Oath and its Tenets.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Paladin spell, you can make one weapon attack as a bonus action on that turn.

Divine Sense (Level 5)

Starting at 5th level, you can use an action to awaken your senses to the presence of otherworldly creatures. For 10 minutes, you know the exact location and creature type of Celestial, Elemental, Fey, Fiend, or Undead creatures within 60 feet, so long as they are not behind total cover or shielded from Divination magic.

Once you use Divine Sense, you must finish a short or long rest before you can use it again. If you have no uses, you can expend one use of Divine Fervor to use it again.

Aura of Protection (Level 6)

Unwavering belief in your creed bolsters those who stand alongside you. Beginning at 6th level, you exude an invisible Aura in a 10-foot radius, so long as you aren't Incapacitated. Your Aura only benefits you and creatures of your choice.

Creatures under your Aura of Protection can add your Charisma modifier (minimum of +0) to saving throws.

At certain levels, the radius of this Aura increases, as shown in the Aura Radius column on the Paladin table.

Sacred Oath Feature (Level 7)

At 7th level, you gain a feature granted by your Sacred Oath.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Divine Health (Level 9)

The divine power of your Oath protects you from harm. At 9th level, you gain resistance to poison damage and immunity to all disease and the Poisoned condition.

Aura of Courage (Level 10)

Your Aura infuses those under its effects with great bravery in the face of evil and danger. Beginning at 10th level, creatures under your Aura of Protection are immune to the Frightened condition. If a Frightened creature enters your Aura, you can suspend the effect while it remains within your Aura.

Righteous Strikes (Level 11)

Your supernatural conviction infuses your strikes. Starting at 11th level, you deal a bonus 1d8 damage whenever you hit a creature with a melee weapon attack. This bonus damage is the same type dealt by your Divine Smite.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Purifying Touch (Level 14)

Starting at 14th level, you can use your divine power to drive out hostile spells. As an action, you can instantly end a single spell affecting you, or one willing creature that you touch.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend five uses of your Divine Fervor to use it again.

Sacred Oath Feature (Level 15)

At 15th level, you gain a feature granted by your Sacred Oath.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Legendary Conviction (Level 18)

Your legendary devotion to your Oath grants you an unending well of Divine Fervor. Beginning at 18th level, you regain one use of Divine Fervor at the beginning of each of your turns in combat, so long as you are not Incapacitated.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sacred Oath Feature (Level 20)

At 20th level, you gain a feature granted by your Sacred Oath.

Multiklassen

Multiklasse-vereisten

  • DEX: 13 of STR: 13

Verworven Vaardigheden

Armor light , medium , shield
Weapons simple , martial

Subklasses

Subklasse-eigenschappen

Blackguard

Blackguard (Level 3)

Paladins who swear this dark vow devote themselves fully to the advance of evil. Whether they are in league with powerful Fiends, Undead, or work alone, Blackguards are known for their cruelty, hatred of all things beautiful, and willingness to sacrifice anything or anyone to achieve their vile goals.

Blackguard Paladins are always of an evil alignment, and acting otherwise is the same as violating their Sacred Oath.

Marshal of Darkness

As an action, you can expend two uses of Divine Fervor to focus your will on a Fiend or Undead within 30 feet that has a CR less than or equal to your Paladin level. It must succeed on a Charisma saving throw against your Spell save DC or it obeys you for 24 hours, or until you use this feature again.

Dreadful Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse it with pure hate. In addition to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC. On a failed save, the creature is Frightened of you for 1 minute. If it ends its turn more than 30 feet from you, it can repeat this saving throw, ending the effect on a success.

Blackguard Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Aura of Hate (Level 7)

Your hatred for all things beautiful and good empowers the forces of darkness. Fiends and Undead under your Aura of Protection add your Charisma modifier to their attack rolls.

Sinister Resilience (Level 15)

Your flesh is suffused with dark magic. You no longer need to eat, drink, or breathe, and you gain resistance to necrotic and all non-magical bludgeoning, piercing, and slashing damage.

Avatar of Hate (Level 20)

As a bonus action, you can transform into an avatar of divine darkness. While transformed you gain the following benefits:

  • Bright light within 30 feet of you becomes dim light.

  • When a creature Frightened of you starts its turn within your Aura of Protection, it takes 4d10 necrotic damage.

  • When you deal necrotic damage to a creature you gain temporary hit points equal to half the damage dealt.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Conquest

Oath of Conquest (Level 3)

Paladins who swear the Oath of Conquest seek glory through domination. Victory is not enough for these ruthless knights, they must crush their foes in body and spirit. They uphold the rule of law through iron justice, giving no quarter or mercy.

Tenets of Conquest

Paladins who swear this Oath uphold these Tenets:

Conquest

Crush your foes so they will never dare to stand against you again.

Iron Law

Your word is law. Loyalty is rewarded, and dissent punished without mercy.

Might

Might makes right, and you are mighty.

Conquering Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with dread willpower. In addition to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC.

On a failed save, you choose whether the target is knocked Prone, is Frightened of you until the end of your next turn, or suffers the effects of the command spell.

Lethal Strike

You can infuse your strikes with your desire to conquer and dominate. When you make a weapon attack roll, but before you know if you hit or miss, you can expend a use of Divine Fervor to add twice your Charisma modifier to your roll.

Conquest Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Ruthless Reprisal (Level 15)

Those who dare to stand against you are punished for their hubris. Whenever a creature within your Aura of Protection damages you or forces you to make a saving throw, it takes damage equal to your Charisma modifier (a minimum of 1) of the same damage type as your Divine Smite.

Avatar of Conquest (Level 20)

As a bonus action, you can transform into an avatar of divine conquest. While transformed you gain the following benefits:

  • You gain resistance to all damage.

  • You can cast the command spell as a bonus action on each of your turns without spending a spell slot. Targets in your Aura of Protection have disadvantage on the saving throw.

  • Whenever you take the Attack action on your turn, you can make one additional weapon attack as part of that action.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Devotion

Oath of Devotion (Level 3)

Known as white knights, Paladins that swear this Sacred Oath are paragons of virtue, honor, and and justice. Holding themselves to the highest standards of goodness and law, they idolize the celestial angels as the perfect model. Paladins of Devotion are beacons of light in a dark world.

Tenets of Devotion

Paladins who swear this Oath uphold these Tenets:

Compassion

Help and protect the vulnerable. Show mercy to your enemies, but temper your mercy with caution.

Honesty

Do not deceive others for your benefit. Always follow through on your word.

Honor

Do as much good as possible while causing the least amount of harm. Obey those with rightful authority.

Consecrated Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with holy power. In addition to the damage, your target must also make a Wisdom saving throw against your Spell save DC. On a failure, the creature is Turned from you for 1 minute, or until it takes damage.

While Turned must do everything it can to move as far from you as possible. It cannot willingly move closer to you or take reactions while Turned.

Fiends, Undead, and other creatures of Evil Alignment have disadvantage on this Wisdom saving throw.

Sacred Weapon

As a bonus action, you can expend two uses of Divine Fervor to infuse a melee weapon you are holding with divine power. For 1 minute, it emits bright light out to a 30-foot radius and you add your Charisma modifier to its attack rolls. It counts as a magical weapon for the duration.

This effect ends instantly if the weapon leaves your hand.

Devotion Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Aura of Devotion (Level 7)

Your presence protects your allies from mind-altering effects. Creatures under your Aura of Protection are immune to the Charmed condition. If a Charmed creature enters your Aura, you can suspend the effect while it remains in your Aura.

Purity of Spirit (Level 15)

The purity of your devotion to the good of others protects you from powerful outside influences. You are always under the effects of a Protection from Evil and Good spell.

Avatar of Devotion (Level 20)

As a bonus action, you can transform into an avatar of divine righteousness. While transformed you gain the benefits here:

  • You manifest angelic wings, gaining a 60-foot flying speed.

  • Any melee weapon you hold becomes a Sacred Weapon.

  • You radiate bright sunlight within your Aura of Protection.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of Glory

Oath of Glory (Level 3)

In the great stories, only the hero is remembered. You have sworn an Oath to become one such hero. You strive to perform mighty deeds and overcome deadly challenges, no matter the danger. You will live your life so as to be immortalized in legend.

Tenets of Glory

All Paladins who swear this Sacred Oath vow to uphold the following Sacred Tenets in all they do:

Glory

You should be known for your mighty deeds and challenges you overcome, not your words.

Might

Constantly strive toward physical, spiritual, and mental perfection. Never settle.

Tenacity

Adversity is the crucible which forges mortals into heroes. Do not flee from a worthy challenge.

Glorious Smite

When you Divine Smite, you can expend two uses of Divine Fervor to infuse your strike with your glory. Immediately after your attack, you distribute a number of temporary hit points equal to your Charisma modifier + your Paladin level among creatures of your choice within 10 feet of you.

Starting at 6th level, the range at which you can distribute these temporary hit points increases with your Aura Radius.

Mighty Deed

You can focus your desire for glory to increase your physical abilities, if only temporarily. Whenever you make a Strength, Dexterity, or Constitution check, or when you make a long or high jump, you can spend a use of Divine Fervor to add your Paladin level to the result of your check or jump distance.

You can use this feature after you make your ability check or attempt a jump, possibly turning a failure into a success.

Glory Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Mythic Alacrity (Level 7)

You are always ready to act. So long as you are not surprised, you can add your Charisma modifier to your initiative rolls.

Also, at the start of your turn, you can suspend all effects of your Aura of Protection to instead gain a bonus to your speed equal to your Aura Radius. These effects last until the start of your next turn, at which point both return to normal.

Glorious Shield (Level 15)

The power of your presence can deflect deadly blows. When a creature under your Aura of Protection is hit by an attack, you can use a reaction to add your Charisma modifier to its Armor Class against that attack, possibly causing it to miss.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend a use of Divine Fervor to use it again.

Avatar of Glory (Level 20)

As a bonus action, you can draw upon the legendary stories of your mighty deeds to transform into a paragon of mythical power. While transformed you gain the following benefits:

  • Whenever you make a Charisma check you can expend one use of Divine Fervor to treat your d20 roll as a 20.

  • You can use Mighty Deed without using Divine Fervor.

  • Once per turn when you miss with a weapon attack, you can choose for your attack to automatically hit instead.

This transformation lasts for 10 minutes. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Oath of the Ancients

Oath of the Ancients (Level 3)

Often called green knights, a Paladin who swears this Sacred Oath is sworn to watch over all forms of life and beauty. They are guardians of the natural world and can be found amongst the courts of the Feywild, Druidic Circles, or anywhere nature reigns supreme in its ancient and primordial glory.

Tenets of the Ancients

Paladins who swear this Oath uphold these Sacred Tenets:

Beauty

Protect natural beauty and innocent life from any who threaten it.

Hope

Kindle the light of hope with your actions and never give in to despair.

Light

Delight in song, dance, and laughter. Spread joy through your actions.

Elder Shield

When you or another creature within 10 feet of you takes cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend a use of Divine Fervor to reduce the damage by your Paladin level + your Charisma modifier.

Starting at 6th level, you can use this reaction to defend any creature that is under your Aura of Protection.

Verdant Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with elder power. In addition to the damage, your target must also make a Dexterity saving throw against your Paladin Spell save DC. On a failure, the target is Restrained by mystical vines for 1 minute.

The Restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Paladin Spell save DC. On a success, these mystical vines are destroyed and the creature is no longer Restrained.

Ancient Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Aura of Warding (Level 7)

The elder power of your Oath wards you and your allies from hostile magic. Creatures under your Aura of Protection gain resistance to all damage from spells.

Undying Sentinel (Level 15)

Your body only ages 1 year for every 10 years that pass, and you cannot be aged by spells or magical effects. In addition, once per long rest when you start your turn with 0 hit points, but not dead, you can choose to stand up with 1 hit point.

Avatar of the Ancients (Level 20)

As a bonus action, you can transform into an avatar of elder power. For 10 minutes, you regain 10 hit points at the start of each of your turns, and the area of your Aura of Protection becomes difficult terrain to creatures of your choice.

Your transformation ends if you become Unconscious or if you use your bonus action to end it. You can transform once per long rest at no cost, after which, you must spend a 5th-level spell slot to use this feature again.

Oath of Vengeance

Oath of Vengeance (Level 3)

Known as avengers or dark knights, Paladins who swear this Sacred Oath often do so out of a desire for revenge. Whether they wish to destroy a single creature who wronged them, or fight against a corrupt organization that abuses the innocent, they dedicate their life to the destruction of their Sworn Foe.

Tenets of Vengeance

Paladins who swear this Oath uphold these Sacred Tenets:

Destroy Evil

Combat your sworn foes at every opportunity. Fight the greater evil.

No Mercy

No mercy for your sworn foes. Defeat evil by any means necessary.

Restitution

Make restitution for the evil of your Sworn Foes and other evildoers.

Vow of Enmity

You mark evildoers for judgment. As a bonus action, you can expend two uses of Divine Fervor and speak a Vow of Enmity at one creature you can see within 30 feet, marking it as your Sworn Foe for 1 minute, or until it dies. You have advantage on all attack rolls against your Sworn Foe.

You cannot use this feature again while your Sworn Foe lives.

Vengeful Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse your strike with burning wrath. In addition to the damage, your target must also make a Wisdom saving throw against your Paladin Spell save DC. On a failure, it is Frightened of you and its speed is reduced to 0 for 1 minute. The effect ends early if the creature takes damage.

Your Sworn Foe has disadvantage on this saving throw.

Vengeance Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Shield of Vengeance (Level 7)

Your hatred for your foes is a shield for your allies. Creatures under your Aura of Protection have advantage on any ability check or saving throw your Sworn Foe forces them to make.

Relentless Avenger (Level 15)

Your supernatural hatred helps you menace your sworn foes. If your Sworn Foe attacks or forces a creature other than you to make a saving throw, you can use your reaction to move up to your speed toward it and make one attack against it.

If you are hit by an opportunity attack during this reaction, you can add your Charisma modifier to your attack roll.

Avatar of Vengeance (Level 20)

As a bonus action, you can transform into an avatar of divine wrath. While transformed, you gain the following benefits:

  • You can use Vow of Enmity without expending Fervor.

  • You cast misty step on each of your turns at will, without expending a spell slot. If you reappear within 5 feet of a creature, you can make a melee weapon attack against it.

  • Once per turn, when you make a weapon attack roll with advantage, you can forgo advantage on your attack roll to make one additional weapon attack against that creature.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Repentance

Oath of Repentance (Level 3)

Seeking forgiveness for a broken Oath or sins of their family, Paladins of Repentance swear to use violence as a last resort. To prove that they can find forgiveness, they see redemption as a possibility for even the most wicked mortals.

Tenets of Repentance

Paladins who swear this Oath uphold these Sacred Tenets:

Peace

Peace is the greatest good you can achieve. Violence is a last resort.

Poverty

Donate all of your excess wealth to the poor, oppressed, or suffering.

Redemption

No mortal is so wicked as to be beyond forgiveness or redemption.

Righteous Emissary

You can draw upon your Oath to infuse your words with peaceful power. When you make a Persuasion check, you can expend a use of Divine Fervor to add your Paladin level to your roll.

Subduing Smite

Whenever you reduce a creature to 0 hit points with a Divine Smite, you can expend one use of Divine Fervor to imbue the attack with pacifying power. Instead of falling Unconscious, it falls to 1 hit point and is Charmed by you for 1 minute.

For the duration, the creature is docile and does not move or take any actions unless you use your bonus action to order it to do so. You cannot order it to attack or force a creature to make an ability check or saving throw.

The effect ends early if you are Incapacitated, if you use it again, or if you or your allies do anything hostile to it.

Repentance Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Aura of Penance (Level 7)

You can take the burdens of others onto yourself as penance for your transgressions. When a creature under your Aura of Protection takes damage, you can use your reaction to take that damage in its place.

This damage cannot be reduced in any way, and this effect does not transfer any non-damage effects to you.

Redemptive Regeneration (Level 15)

Your commitment to redemption heals your wounds so you may continue to heal your spirit. If you begin your turn with less than half of your hit points left, but at least 1 hit point, you regain hit points equal to your Charisma modifier.

Avatar of Redemption (Level 20)

As a bonus action, you can transform into an avatar of divine redemption. For 1 minute, you have resistance to all damage, and you can use Aura of Penance without using a reaction.

However, if you damage or force another creature to make a saving throw, you lose the benefits from this feature until the start of your next turn.

This transformation ends early if you are Unconscious or use your bonus action to end it.

You can transform once per long rest at no cost, after that, you must spend a 5th-level spell slot to transform again.

Splendor

Oath of Splendor (Level 3)

You have sworn an ancient Oath in the service of a primordial entity of raw elemental power. Whether you are sworn to one of the Elder Elementals, a powerful Noble Genie, or another potent primordial, you are tasked to enact their will upon the material plane, remaking it in their elemental image.

Tenets of Splendor

Paladins who swear this Oath uphold these Tenets:

Destruction

Demonstrate the true power of the elements with destructive displays.

Nobility

Conduct yourself with beauty and spelndor that befit your patron.

Wrath

Those who dare to stand against or disrespect you must be destroyed.

Primordial Sovereign

You have sworn your Oath in the service of a great Elemental. Choose an Element that best represents its primordial power. Once chosen, it cannot be changed short of a wish spell:

Air

Thunder

Earth

Bludgeoning

Fire

Fire

Water

Cold

Also, the power of your Oath allows you to use Charisma, in place of Dexterity, when calculating your Armor Class.

Elemental Smite

When you use Divine Smite, you can expend a use of Divine Fervor to infuse the strike with elemental wrath. This Divine Smite deals your Element damage, and the target suffers an additional effect determined by your Element:

Air

It must succeed on a Strength saving throw or it is knocked back in a straight line away from you, 5 feet per the level of slot you spend on this Divine Smite.

Earth

It must succeed on a Strength saving throw or fall Prone, and its space become difficult terrain.

Fire

The damage dice for this Smite become d10s and all flammable objects within 5 feet of the target ignite.

Water

The target must make a Strength saving throw or be sheathed in ice which halves its speed. It can use an action to remove this ice, returning its speed to normal.

Splendor Spells

You learn certain spells at the Paladin levels as noted in the table below. They do not count against your total number of Spells Known and cannot be switched upon gaining a level:

Whenever you cast a Splendor Spell, it always deals your Element damage type in place of its normal damage type.

Aura of Destruction (Level 7)

The power of your Oath infuses the elements with primordial power. When a creature within your Aura of Protection takes your Element damage, you can cause that instance of damage to ignore Resistance, and treat Immunity as Resistance.

Elemental Rebuke (Level 15)

Whenever you take damage from a creature within your Aura of Protection, you can use your reaction to force it to make a Dexterity saving throw. On a failed save, it takes 2d8 Element damage, then suffers the effects of your Elemental Smite.

Avatar of the Elements (Level 20)

As a bonus action, you can transform into an avatar of elder destruction. While transformed you gain the benefits here:

  • You manifest elemental wings and a 60-foot flying speed.

  • Creatures of your choice within your Aura of Protection gain Resistance to your Element, and you gain Immunity.

  • Whenever you deal Element damage to a structure, you can deal maximum possible damage instead of rolling.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

The Oathless

The Oathless (Level 3)

Oathless Paladins have broken their Sacred Oath for reasons other than evil, but still retain some of their power. These lost warriors often survive as bandits or mercenaries. While some look for purpose, most Oathless fall into despair.

Across all peoples and cultures, those who break Oaths, especially Paladins, are viewed with distrust. In cultures that place a high value on honor, Oathless are met with violence.

Shattered Oath

The shattered power of your broken Oath radiates from you. Whenever you make an ability check to convince any creature to trust you or to enter into a deal or agreement of any kind, you subtract your Paladin level from your roll. This effect can manifest in many ways, but always causes creatures to distrust you.

Draining Smite

Whenever you use Divine Smite, you can expend one use of Divine Fervor to infuse this strike with selfish power. Your Divine Smite bonus damage changes to necrotic (if it was not already), and you gain temporary hit points equal to half the necrotic damage dealt by your Divine Smite.

Illusory Escape

Your fervent devotion to yourself above all else allows you to escape harm. Whenever you take damage from a source you can see, you can use your reaction to expend two uses of Divine Fervor. You instantly become invisible, and can move up to your speed.

You remain invisible until the start of your next turn, or until you attack or force a creature to make a saving throw.

Oathless Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Aura of Deception (Level 7)

You have no qualms sacrificing others when it would benefit you. When you use Illusory Escape, you can force a creature within your Aura of Protection to make a Charisma saving throw against your Paladin Spell save DC.

On a failed save, you and the target instantly switch places. It then becomes the target of the damage that triggered your Illusory Escape, and you gain the normal benefits of Illusory Escape from the space that you reappear in. On a success, you still gain the normal benefits of Illusory Escape.

Forceful Will (Level 15)

You use your presence to dominate others, bending them to your will. Whenever you force a creature within your Aura of Protection to make a saving throw to resist an Enchantment spell, it has disadvantage on its initial saving throw.

Avatar of Dishonor (Level 20)

As a bonus action, you can focus your legendary self-serving power to transform into a gray shade of the righteous Paladin you could have been, gaining the following benefits:

  • You become invisible as if by the greater invisibility spell.

  • You can take the Dash or Hide action as a bonus action.

  • When a creature misses you with a melee attack, you can force it to repeat its attack against another creature of your choice within the normal range of that attack.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Throne

Oath of Throne (Level 3)

You have sworn this Sacred Oath in service of your sovereign liege, vowing to uphold their laws and protect their lands and subjects. You serve as an extension of the law itself, bringing order and protecting civilization wherever you are sent.

Tenets of the Throne

Paladins who swear this Oath uphold these Tenets:

Bravery

Carry out your orders, even in the face of overwhelming odds or danger.

Loyalty

Obey the orders of your liege and always act within their best interests.

Order

Law is the bedrock of civilization. You must uphold law and order.

Challenging Smite

When you use Divine Smite, you can expend one use of Divine Fervor to infuse your strike with a soverign challenge, inflicting the effects of the compelled duel (alternate) spell on your target.

Rallying Command

Your words fill your allies with vigor. As a bonus action, you can expend two uses of Divine Fervor to grant one creature that can hear and understand you within 30 feet temporary hit points equal to 1d6 + your Charisma modifier.

Throne Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Divine Aegis (Level 7)

You are oath-bound to defend your liege's subjects. When a creature within your Aura of Protection takes damage, you can use your reaction to take that damage in its place.

This damage cannot be reduced in any way, and this effect does not transfer any non-damage effects to you.

Unwavering Knight (Level 15)

Nothing can stop you from fulfilling your Oath-bound duties. You have advantage on saving throws to resist the Paralyzed and Stunned conditions while you are conscious.

Avatar of Loyalty (Level 20)

As a bonus action, you can transform into an avatar of divine loyalty. While transformed you gain the following benefits:

  • You resist bludgeoning, piercing, and slashing damage.

  • Creatures under your Aura of Protection have advantage on Wisdom saving throws and death saving throws.

  • Any creature under the effect of your Challenging Smite automatically fails its Wisdom saving throws to end it.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.

Vigilance

Oath of Vigilance (Level 3)

Your eyes have been opened to the otherworldly entities that threaten the material plane you call home. Swearing an Oath of ceaseless Vigilance, you have vowed to protect the material plane from all extraplanar influence; good, evil, alien, or other. Paladins who swear this Oath are known as the Watchers.

Tenets of Vigilance

Paladins who swear this Oath uphold these Sacred Tenets:

Discipline

Hone your body and mind to its full potential. Always be prepared to fight.

Purity

Do not bargain with, nor fall under the influence of extraplanar beings.

Vigilance

Be alert for extraplanar influence and root it out when it is found.

Divine Vigilance

You can draw on the power of your Oath to enlighten minds with vigilance. When you or a creature within 10 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to spend two uses of Divine Fervor, and it can repeat its saving throw, possibly turning it into a success.

Beginning at 6th level, you can use this reaction to help any creature that is under your Aura of Protection.

Abjuring Smite

When you use Divine Smite, you can expend one use of Divine Fervor to infuse your strike with a divine ward. In addition to damage, your target must make a Charisma saving throw against your Spell save DC. On a failure, it is Turned from you for 1 minute, or until it takes damage.

While Turned, a creature must do everything it can to move as far from you as possible. It cannot willingly move closer to you or take reactions while Turned.

Extraplanar creatures (see below) have disadvantage on their Charisma saving throw to resist this feature.

Vigilance Spells

You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Aura of Vigilance (Level 7)

The power of your Oath infuses your Aura. Creatures under your Aura of Protection cannot be surprised and gain a bonus to their initiative rolls equal to your Charisma modifier.

Vigilant Sight (Level 15)

The power of your Oath pierces all deceptions. When you use Divine Sense, you also gain Truesight within the same radius.

Avatar of Vigilance (Level 20)

As a bonus action, you can transform into an avatar of divine vigilance. While transformed you gain the following benefits:

  • You gain the benefits of Divine Sense out to 120 feet.

  • Your attacks against extraplanar creatures within your Truesight range are made with advantage.

  • If an extraplanar creature fails its saving throw against your Abjuring Smite, you can choose to banish it to its native plane of existence in place of Turning it.

This transformation lasts for 1 minute. It ends early if you become Unconscious or use a bonus action to end it. You can transform once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.