Paladin
Hit Points
Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Proficiences
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Overview & Creation
Paladin’s are empowered by their conviction, individuals that undertake an oath and gain gifts from it. While individuals with the moral conviction to ascend to Paladinhood are rare, theirs is a tricky path. They are bound by their actions, and to fail their Oath has disastrous consequences on their very soul. But for many the costs outweigh the benefits of having the ability to sense unnatural entities, heal with a touch, and command the wraith of divine spells. Paladins are gilded in steel, and channel the wrath of the Heavens into their blows, and the love into their allies.
Class Features
Sacred Oath
Starting at 1st Level, you select a special oath of power, both binding you to stricter codes of conduct and damaging your soul when you fail to uphold them. Your choice grants you features at 1st level, and again at 3rd, 7th, 15th, and 20th level. Those features include oath Spells, Channel Oath and Oath Sense features.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the
Fighting Styles options. You can’t take a
Fighting Style option more than once, even if you later get to choose again.
Martial Versatility
During a long rest, you can replace a
Fighting Style you know with another
Fighting Style available. If you know any
Maneuvers, you can replace one maneuver you know with a different maneuver.
Astral Smite
Starting at 2nd Level, when you hit a creature with a Weapon Attack or Unarmed Strike, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, but you can only use this feature once per round.
Spellcasting
By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does.
Spellcasting Focus
You can use a Holy Symbol or Holy Regalia added to your Armour, Shield, Weapon (if appropriate) as a divine spellcasting focus. This usually costs 5gp to create and add, but is essential.
Preparing and Casting Spells
The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your
Paladin Spells of 1st Level or higher, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of
Paladin Spells that are available for you to cast, choosing from the
Paladin Spell List. When you do so, choose a number of
Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell
Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of
Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Oath Spells
Each oath has a list of associated Spells at the bottom of the
Paladin Spell List. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day. If you gain an oath spell that doesn’t appear on the
Paladin Spell List, the spell is nonetheless a Paladin spell for you.
Spellcasting Ability
Charisma is your Spellcasting Ability for your Paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Paladin spell you cast and when Making an Attack roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma modifier
Study Magic
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine Health
By 3rd Level, the Divine Magic flowing through you makes you immune to nonmagical disease.
Channel Oath
At 3rd Level, you gain the ability to channel a physical manifestation of your oath into magical effects. You start with;
- Harness Astral Power: You can expend a use of your Channel Oath to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded down).
You also gain an additional two effects determined by the oath you take, and you can use Channel DIvinity three times per long rest. Some Channel Oath Effects require Saving Throws. When you use such an effect from this class, the DC equals your Paladin spell save DC.
Ability Score Improvement or Feat
When you reach 4th Level, and again at 8th, 12th, 16th, and 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. Alternatively you can take a Feat from the
Feats List.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be
Frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Astral Smite
By 11th level, you are so suffused with the powers of your oath your weapon strikes are further empowered. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 force damage. If you also use your Astral Smite with an Attack, you add this damage to the extra damage of your Astral Smite.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.
Starting Equipment
Roll 8d4 x10gp
Coming from both religious and noble organisations, even the novice paladin comes well equipped. Typically paladins are known as plate-mail swinging swords at evil, with most early paladins needing only to decide between a sword and shield, or a great weapon.
Subclass Options
Oath of Conquest
The oath of conquest is for Paladin’s concerned with the world of mankind. Both ruling it and seeking the crushing of your enemies beneath your heel. You revel in victory and owning, but keep your head enough to not completely fall to disgrace. Sycophants and betrayers seek to deceive you, but you seek through they’re feeble mewling.
Tenets of Conquest
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
Tyrant Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Greatsword (2d6 piercing): 6lb, 50gp or Battleaxe (1d8/d10 slashing): 4lb, 15gp
3 Trident 1d6/d8 piercing, range 20/60ft): 4lb, 5gp
Saddled Horse (50gp) and 3 Lances (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Demoralising Hands
Your iron fist can shatter hope in your enemies. You have a pool of demoralising power that replenishes when you take a Long Rest. With this pool, you can remove a total number of Temporary Hit Points equal to your Paladin Level x5. As a bonus action, you can touch a creature and remove a number of temporary hit points from that creature, up to the maximum amount remaining in your pool. Alternatively you can expend 5 points from your pool and cure yourself of poison. This feature can not be used on other creatures.
War Sense
As an action, you can open your awareness to detect rival humanoids seeking to stop you. Until the end of your next turn, you know the location of any hostile humanoid within 60 feet of you that is not behind total cover. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
Your oath grants you several potent spells geared to the conquest and destruction of your foes. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Conquering Presence: You can use your Channel Oath to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes Frightened of you for 1 minute. The Frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Guided Strike: You can use your Channel Oath to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Oath to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you’re not
Incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is
Frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
Scornful Rebuke
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not
Incapacitated.
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of the Crown
The beacon of civilisation is everything, goodness and stability for the world. And the pillar of that stability is Royalty and the Divine Mantle of Leadership. You sware an Oath to protect and guide that pillar of divine goodness. A champion of your true sovereign and bearer of their standard, protector of them no matter how dark the situation.
Tenets of the Crown
- Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
- Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
- Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Royalist Build
Cuirass (16 AC): 30lb, 75gp and Tower Shield (+3 AC): 15lb, 75gp
Longsword (1d8/d10 piercing): 3lb, 15gp and 4 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Saddled Horse (50gp) and 3 Lances (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.
Inspirational Hands
Your iron resolve can shore up the minds of your allies. You have a pool of 5 temporary hit points equal to your Paladin level, power that replenishes when you take a Long Rest. With this pool, you can use a bonus action to give yourself or an ally 5 temporary hit points.
Regal Sense
As an action, you can open your awareness to detect the champions of chaos. Until the end of your next turn, you know the location of any chaotically aligned creatures within 60 feet of you that is not behind total cover. You know the type (fiend, undead, or otherwise) of any being whose presence you sense, but not its identity. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
Your oath grants you spells to protect and ward your charges from harm. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Champion Challenge: As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are Incapacitated or die or if the creature is more than 30 feet away from you.
- Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Oath. Each 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) if it has no more than half of its hit points.
Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
Unyielding Saint
Starting at 15th level, you have advantage on saving throws to avoid becoming
Paralyzed or
Stunned.
Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are
Incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of Devotion
The Oath of Devotion is a long haul, it’s an Oath of protecting the weak, of being honorable and upstanding. The way of devotion usually is paired with a faith in a higher power, a deity. Truly this is the oath that most typifies the older ways of the Paladins of Helm or Tyr. Pushing out fiends and undead back to their realities, and being a bastion for innocents to run to at their darkest hour and bring them back to the embrace of the gods.
Tenets of Devotion
- Honesty: Don’t lie or cheat. Let your word be your promise.
- Courage: Never fear to act, though caution is wise.
- Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom.
- Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty: Be responsible for your Actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Bastion Build
Cuirass (16 AC): 30lb, 75gp and Tower Shield (+3 AC): 15lb, 75gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp and 4 Light Hammers (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Saddled Horse (50gp) and 3 Lances (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.
Radiant Hands
Your blessed touch can devastate foul creatures of fiendish and undead nature. You have the ability to transform your smite into radiant energy, and can do so a number of times equal to your Paladin level. Additionally, whenever you use your Divine Smite, choose yourself or an ally within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to 1d8 plus the level of the Spell Slot used for the Divine Smite. You regain expended uses of this feature when you take a Long Rest.
Devoted Sense
As an action, you can open your awareness to detect entities that are not of this reality. Until the end of your next turn, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the
Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
Your oath grants you several potent spells of divination and religious fervour. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Oath. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. You can end this effect on Your Turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.
- Turn the Unholy: As an action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Oath. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it suffers the Dazed and Frightened conditions, even if normally immune to them, for 1 minute.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be
Charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the Effects of a
Protection from Evil and Good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the Duration, you have advantage on Saving Throws against Spells cast by Fiends or Undead. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oathbreaker
Those Paladins that have turned their back on paths and burnt out that part of them filled with conviction. And something dark and rotten has taken root within that empty hole. This, in turn, inverts all of their abilities. They bring fear and despair to those close to them, undead and fiends flock to them, and their visage becomes twisted and malevolent.
Tenets of a Broken Oath
- Godless: The gods lie. The power they would grant you was already yours to command.
- Oathless: I will take no oaths. I will follow no laws of god or man. I am subject to my own will alone.
- Wordless: What one says is meaningless. What you do, is what you are.
- Merciless: Those who are bound to the will of others must be freed. Those who fail to exercise their own will must be purged.
Death Knight Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
War Pick/War Sickle (1d8 piercing): 2lb, 10gp
3 Tridents (1d6/d8 piercing, range 20/60ft): 4lb, 5gp
Saddled Horse (50gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Befouling Hands
Your cursed touch can create disease or heal undead. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5 to creatures of the undead subtype. As a bonus action, you can touch an undead and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to create a nonmagical disease in a living humanoid. This feature has no effect on Undead and Constructs.
Forsaken Senses
As an action, you can open your awareness to detect certain entities anathema to you. Until the end of your next turn, you know the location of any Celestials or Divine Spellcasters within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Oath Spells
Your oath grants you the ability to sap energy from the living as well as summon demonic and undead creatures. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd level, you gain the following two Channel Oath options;
- Control Undead: As an action, you target one non-sentient undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Oath option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
- Dreadful Aspect: As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is Frightened of you for 1 minute. If a creature Frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate
Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from weapon damage.
Dread Lord
At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is
Frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier. After activating the aura, you can’t do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of Redemption
It takes a wise and great soul to seek to redeem old wrongs, and the Oath of Redemption seeks to empower that journey towards the gods. To seek to repair the ways of humanity, to end strife and division and bring humanity back into peace and fellowship. You know you can’t do this titanic feat alone, but the journey starts with saving those in front of you.
Tenets of Redemption
- Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
- Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
- Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
- Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Peacekeeper Build
Cuirass (16 AC): 30lb, 75gp and Tower Shield (+3 AC): 15lb, 75gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp and 4 Light Hammers (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Saddled Horse (50gp) and 3 Lances (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5. As a bonus action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one. This feature has no effect on Undead and Constructs. Whenever you use a spell of 1st Level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 1d8 + your Charisma modifier (This ability does not stack with other class features that boost healing magic).
Healing Senses
As an action, you can open your awareness to detect the wounded. Until the end of your next turn, you know the location of any willing bloodied or paralyzed humanoids within 60 feet of you. You know the type of wounds and injuries of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Oath Spells
Your oath grants you a strong healing magics and the ability to calm anger. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Emissary of Peace: You can use your Channel Oath to augment your presence. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
- Rebuke the Violent: You can use your Channel Oath to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Aura of the Guardian
Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.
Protective Spirit
Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you the following benefits.
- • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
If you attack a creature, cast a damaging spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of Revelry
It is an unusual person who devotes themselves to the way of trickery. Either a devotee of the fey or chaotic sources, they have learnt the ways of chaos suit them and their allies best. Deceit, confusion and misdirection are their tools and they use them to indulge their whimsical nature and make the world a stranger one than they entered it. Because only in the strange and the new do we grow.
Tenets of Revelry
- Light-hearted: Those who demand somber are robbing the world of joy, and thus should be robbed of their joy.
- Whimsy: Not everything must be well thought through, a random gift of a rose or an apple can infect people with the greatest disease, joy. Carry this disease and spread it out throughout the world.
- Pranking: Trickery is no fun if it’s designed to harm or disappoint. Always seek to leave your victims with a nugget of happiness, and for those inelegant few who respond with violence and hate are worthy of a good beating.
- Civility: The trapping of nations and government are an essential one, allowing for the building of complex systems and peace for the people. Protect the essentials of these things while building atop them.
Prankster Build
Cuirass (16 AC): 30lb, 75gp and Buckler (+1 AC): 3lb, 10gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp and 4 Light Hammers (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
Saddled Horse (50gp) and 3 Bolo (Range 20/60ft, Loading): 3lb, 1gp
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.
Illusory Hands
You learn the
Minor Illusion cantrip, and can cast it as a bonus action without using somatic gestures.
Pranksters Sense
As an action, you can open your awareness to detect traps of a harmful or humiliating nature. Until the end of your next turn, you know the number of traps within 60ft that are not behind total cover, but not their location or type of trap. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Oath Spells
Your oath grants you tha ability to conjure illusions on other creatures minds. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd level, you gain the following two Channel Oath options.
- Conjure Duplicate: As an action, you create a visual illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
- Stunning Presence: You can use your Channel Oath to distract foes on the battlefield. As an action, 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 make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.
Aura of Treachery
Starting at 7th level, you emanate an aura of discordant senses. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being
Charmed. You can use this ability a number of times equal to three times your proficiency bonus. You regain expended charges on a long rest.
Prank Gone Awry
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn
Invisible and teleport up to 60 feet to a spot you can see. You remain
Invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. You can use this feature three times, you must finish a long rest before you can use it again.
Icon of Deception
At 20th level, you gain the ability to emanate feelings of trickery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
- You are Invisible.
- If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t Incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being Charmed.
- If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of Vengeance
An oath taken by those wronged in the gravest of ways. A singular path of death and destruction where the end-goal is the life of those you swore upon. There’s no messy code of conduct, or drudgery. Your hate is a palpable thing, you can use it to choke anyone stupid enough to stand in your way. But revenge is a powerful poison, those who run with it through their veins are destined to dig two graves.
Tenets of Vengeance
- Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
- No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
- By Any Means Necessary: My qualms can’t get in the way of exterminating my foes.
- Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Avenger Build
Cuirass (16 AC): 30lb, 75gp
Maul (3d4 bludgeoning): 10lb, 50gp or Cavalry Mace (1d10 bludgeoning, Reach 1): 18lb, 35gp
3 Trident 1d6/d8 piercing, range 20/60ft): 4lb, 5gp
Saddled Horse (50gp) and 3 Lances (1d12 piercing, Reach 1, Heavy): 6lb, 10gp
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Vengeful Hands
Your hatred courses through your touch can devastate those allied to your oath-sworn quarry. You have the ability to transform your smite into psychic energy, and can do so a number of times equal to your Paladin level. This feature replenishes when you take a Long Rest.
Vengeful Sense
As an action, you can open your awareness to detect creatures allied with your oath-sworn quarry. Until the end of your next turn, you know the location of any creature allied to your foe within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or other) of any being whose presence you sense, but not its identity. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Oath Spells
Your oath grants you several potent spells to mark and persue your sworn enemies. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Abjure Enemy: As an action, you present your keepsake and speak a curse of denunciation, using your Channel Oath. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being Frightened. Creatures allied to your oath-sworn have disadvantage on this saving throw. On a failed save, the creature is Frightened for 1 minute or until it takes any damage. While Frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
- Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Oath. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Avenging Angel
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become Frightened of you for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath of the Watchers
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Tenets of the Watchers
- Vigilance: The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
- Loyalty: Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
- Discipline: You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Watcher Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Longsword (1d8/d10 piercing): 3lb, 15gp and 4 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Steppe Pony (30gp)
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Primeval Hands
Your blessed touch weakens the hold of extraplanar creatures to the Material Plane. With a bonus action, you can touch an Aberration, Elemental, Fey, Fiend or Undead from the Shadowfell, giving them a penalty against saving throws equal to your proficiency dice. You can use this feature a number of times equal to your Paladin level, and you regain and expended uses of this feature when you take a Long Rest.
Ancient Sense
As an action, you can open your awareness to detect entities that are not of this reality. Until the end of your next turn, you know the location of any Aberration, Elementals, Fey, Fiend or Undead from the Shadowfell within 60 feet of you that is not behind total cover. You know the type (aberration, fey or fiend) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the
Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Oath Spells
You gain oath Spells at certain paladin levels shown at the end of the
Paladin Spell List.
Oath Spells
Your oath grants you several potent spells to capture or ferret out tricksy creatures. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Paladin Spell List. The spell counts as a
Paladin Spell for you, but it doesn’t count against the number of
Paladin Spells you know. These spells can’t be replaced when you gain a level in this class.
Channel Oath
When you take this oath at 3rd Level, you gain the following two Channel Oath options.
- Watcher's Will: You can use your Channel Oath to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Abjure the Extraplanar: You can use your Channel Oath to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Aura of the Sentinel
Beginning at 7th level, You emit an aura of alertness while you aren't
Incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. At 18th level, the range of this aura increases to 30 feet.
Vigilant Rebuke
Starting at 15th level, You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Mortal Bulwark
At 20th level, 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:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.