{"name":"Paladin","overview":"Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.","hit_dice":"1d10","hit_points_at_1st_level":"10+ Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per paladin level after 1st","armor_proficiencies":"All armor, shields","weapon_proficiencies":" Simple weapons, martial weapons","tools":"None","saving_throws":"Wisdom, Charisma","skills":"Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) five javelins or (b) any simple melee weapon[\/li]\r\n[li](a) a priest's pack or (b) an explorer's pack[\/li]\r\n[li]Chain mail and a holy symbol[\/li]\r\n[\/ul]\r\n","spellcasting":"[b]Spellcasting\r\n[br][\/b]\r\nBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n[b]Preparing and Casting Spells\r\n[br][\/b]\r\nThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n[br]\r\nYou 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.\r\n[br]\r\nFor 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.\r\n[br]\r\nYou 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.\r\n\r\n[b]Spellcasting Ability\r\n[br][\/b]\r\nCharisma 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.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spellcasting Focus\r\n[br][\/b]\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells.","class_features":"[b]Divine Sense\r\n[br][\/b]\r\nThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.\r\n[br]\r\nYou 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.\r\n\r\n[b]Lay on Hands\r\n[br][\/b]\r\nYour 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.\r\n[br]\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n[br]\r\nAlternatively, 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.\r\n[br]\r\nThis feature has no effect on undead and constructs.\r\n\r\n[b]Fighting Style\r\n[br][\/b]\r\nStarting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n[br]\r\n[b]Blessed Warrior.[\/b] You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.\r\n[br]\r\n[b]Blind Fighting.[\/b] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n[br]\r\n[b]Defense.[\/b] While you are wearing armor, you gain a +1 bonus to AC.\r\n[br]\r\n[b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n[br]\r\n[b]Great Weapon Fighting.[\/b] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n[br]\r\n[b]Interception.[\/b] When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n[br]\r\n[b]Protection.[\/b] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[b]Divine Smite\r\n[br][\/b]\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.\r\n\r\n[b]Divine Health\r\n[br][\/b]\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\n\r\n[b]Sacred Oath\r\n[br][\/b]\r\nWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n[b]Oath Spells[\/b]\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\n[br]\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n[b]Channel Divinity[\/b]\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n[br]\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n[br]\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.\r\n\r\n[b]Harness Divine Power (Optional)\r\n[br][\/b]\r\nAlso at 3rd level, you can expend a use of your Channel Divinity 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 up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen 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.\r\n\r\n[b]Martial Versatility (Optional)\r\n[br][\/b]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.\r\n\r\n[b]Extra Attack\r\n[br][\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b]Aura of Protection\r\n[br][\/b]\r\nStarting 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.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Aura of Courage\r\n[br][\/b]\r\nStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Improved Divine Smite\r\n[br][\/b]\r\nBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.\r\n\r\n[b]Cleansing Touch\r\n[br][\/b]\r\nBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n[br]\r\nYou 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.","subclass_options":"[h3]Oath of the Ancients[\/h3]\r\nThe Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.\r\n\r\n[b]Tenets of the Ancients\r\n[br][\/b]\r\nThe tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.\r\n[br]\r\n[b]Kindle the Light.[\/b] Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.\r\n[br]\r\n[b]Shelter the Light.[\/b] Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.\r\n[br]\r\n[b]Preserve Your Own Light.[\/b] Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.\r\n[br]\r\n[b]Be the Light.[\/b] Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Ensnaring Strike, Speak with Animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Moonbeam, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Plant Growth, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Ice Storm, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Commune with Nature, Tree Stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\n[br]When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Nature's Wrath.[\/b] You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.[\/li]\r\n[li][b]Turn the Faithless.[\/b] You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.[\/li]\r\n[\/ul]\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.\r\n[br]\r\nIf the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.\r\n\r\n[b]Aura of Warding\r\n[br][\/b]\r\nBeginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Undying Sentinel\r\n[br][\/b]\r\nStarting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\r\n[br]\r\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.\r\n\r\n[b]Elder Champion\r\n[br][\/b]\r\nAt 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.\r\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\r\n[ul]\r\n[li]At the start of each of your turns, you regain 10 hit points.[\/li]\r\n[li]Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.[\/li]\r\n[li]Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n[h3]Oath of Conquest[\/h3]\r\nThe Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn\u2019t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.\r\n[br]\r\nSome of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins \u2013 called hell knights \u2013 as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.\r\n\r\n[b]Tenets of Conquest\r\n[br][\/b]\r\nA paladin who takes this oath has the tenets of conquest seared on the upper arm.\r\n[br]\r\nDouse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies\u2019 will to fight is shattered forever. A blade can end a life. Fear can end an empire.\r\n[br]\r\nRule 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.\r\n[br]\r\nStrength 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.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Armor of Agathys, Command[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Hold Person, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Bestow Curse, Fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Dominate Beast, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Cloudkill, Dominate Person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Conquering Presence. [\/b]You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.[\/li]\r\n[li][b]Guided Strike.[\/b] You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.[\/li]\r\n[\/ul]\r\n\r\n[b]Aura of Conquest\r\n[br][\/b]\r\nStarting at 7th level, you constantly emanate a menacing aura while you\u2019re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\r\n[br]\r\nIf 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.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Scornful Rebuke\r\n[br][\/b]\r\nStarting 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\u2019re not incapacitated.\r\n\r\n[b]Invincible Conqueror\r\n[br][\/b]\r\nAt 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:\r\n[ul]\r\n[li]You have resistance to all damage.[\/li]\r\n[li]When you take the Attack action on your turn, you can make one additional attack as part of that action.[\/li]\r\n[li]Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h3]Oath of the Crown[\/h3]\r\nThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.\r\n\r\n[b]Tenets of the Crown[\/b]\r\nThe tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.\r\n[br]\r\n[b]Law.[\/b] The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.\r\n[br]\r\n[b]Loyalty. [\/b]Your word is your bond. Without loyalty, oaths and laws are meaningless.\r\n[br]\r\n[b]Courage.[\/b] 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?\r\n[br]\r\n[b]Responsibility.[\/b] You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Command, Compelled Duel[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Warding Bond, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Aura of Vitality, Spirit Guardians[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Banishment, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Circle of Power, Geas[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Champion Challenge.[\/b] 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.[\/li]\r\n[li][b]Turn the Tide. [\/b]As a bonus action, you can bolster injured creatures with your Channel Divinity. 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.[\/li]\r\n[\/ul]\r\n\r\n[b]Divine Allegiance\r\n[br][\/b]\r\nStarting 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.\r\n\r\n[b]Unyielding Saint\r\n[br][\/b]\r\nStarting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.\r\n\r\n[b]Exalted Champion\r\n[br][\/b]\r\nAt 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:\r\n[ul]\r\n[li]You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.[\/li]\r\n[li]Your allies have advantage on death saving throws while within 30 feet of you.[\/li]\r\n[li]You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.[\/li]\r\n[\/ul]\r\nThis 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.\r\n\r\n[h3]Oath of Devotion[\/h3]\r\nThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels \u2013 the perfect servants of good \u2013 as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.\r\n\r\n[b]Tenets of Devotion\r\n[br][\/b]\r\nThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n[br]\r\n[b]Honesty. [\/b]Don't lie or cheat. Let your word be your promise.\r\n[br]\r\n[b]Courage.[\/b] Never fear to act, though caution is wise.\r\n[br]\r\n[b]Compassion.[\/b] Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n[br]\r\n[b]Honor. [\/b]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.\r\n[br]\r\n[b]Duty.[\/b] Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Protection from Evil and Good, Sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Lesser Restoration, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Beacon of Hope, Dispel Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Freedom of Movement, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Commune, Flame Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li]Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.[\/li]\r\nYou 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.[li]Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.[\/li]\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.[\/ul]\r\n\r\n[b]Aura of Devotion\r\n[br][\/b]\r\nStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Purity of Spirit\r\n[br][\/b]\r\nBeginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.\r\n\r\n[b]Holy Nimbus\r\n[br][\/b]\r\nAt 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.\r\n[br]\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n[br]\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n[br]\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Oath of Glory[\/h3]\r\nPaladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.\r\n\r\n[b]Tenets Of Glory[\/b]\r\n[br]The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.\r\n[br]\r\n[b]Actions over Words.[\/b] Strive to be known by glorious deeds, not words.\r\n[br]\r\n[b]Challenges Are but Tests.[\/b] Face hardships with courage, and encourage your allies to face them with you.\r\n[br]\r\n[b]Hone the Body.[\/b] Like raw stone, your body must be worked so its potential can be realized.\r\n[br]\r\n[b]Discipline the Soul.[\/b] You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Guiding Bolt, Heroism[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Enhance Ability, Magic Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Haste, Protection From Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Compulsion, Freedom Of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Commune, Flame Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\r\n[ul]\r\n[li][b]Peerless Athlete.[\/b] As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).[\/li]\r\n[li][b]Inspiring Smite.[\/b] Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.[\/li]\r\n[\/ul]\r\n\r\n[b]Aura of Alacrity\r\n[br][\/b]\r\nAt 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.\r\n[br]\r\nWhen you reach 18th level in this class, the range of the aura increases to 10 feet.\r\n\r\n[b]Glorious Defense\r\n[br][\/b]\r\nWhen you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.\r\n[br]\r\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n[b]Living Legend\r\n[br][\/b]\r\nAt 20th level, you can empower yourself with the legends \u2014 whether true or exaggerated \u2014 of your great deeds. As a bonus action, you gain the following benefits for 1 minute:\r\n[ul]\r\n[li]You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.[\/li]\r\n[li]Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.[\/li]\r\n[li]If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.\r\n\r\n[h3]Oath of Redemption[\/h3]\r\nThe Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.\r\n[br]\r\nWhile redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.\r\n\r\n[b]Tenets of Redemption\r\n[br][\/b]\r\nThe tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.\r\n[br]\r\n[b]Peace.[\/b] Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.\r\n[br]\r\n[b]Innocence.[\/b] 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.\r\n[br]\r\n[b]Patience. [\/b]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.\r\n[br]\r\n[b]Wisdom.[\/b] 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.\r\n\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Sanctuary, Sleep[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Calm Emotions, Hold Person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Counterspell, Hypnotic Pattern[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Otiluke's Resilient Sphere, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Hold Monster, Wall of Force[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Emissary of Peace.[\/b] You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.[\/li]\r\n[li][b]Rebuke the Violent.[\/b] You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.[\/li]\r\n[\/ul]\r\n\r\n[b]Aura of the Guardian\r\n[br][\/b]\r\nStarting 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.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Protective Spirit\r\n[br][\/b]\r\nStarting 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\u2019t incapacitated.\r\n\r\n[b]Emissary of Redemption\r\n[br][\/b]\r\nAt 20th level, you become an avatar of peace, which gives you the following benefits.\r\n[ul]\r\n[li]You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).[\/li]\r\n[li]Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.[\/li]\r\n[\/ul]\r\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.\r\n\r\n[h3]Oath of Vengeance[\/h3]\r\nThe Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside \u2013 at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins \u2013 sometimes called avengers or dark knights \u2013 their own purity is not as important as delivering justice.\r\n\r\n[b]Tenets of Vengeance\r\n[br][\/b]\r\nThe tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.\r\n[br]\r\n[b]Fight the Greater Evil.[\/b] Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.\r\n[br]\r\n[b]No Mercy for the Wicked. [\/b]Ordinary foes might win my mercy, but my sworn enemies do not.\r\n[br]\r\n[b]By Any Means Necessary.[\/b] My qualms can't get in the way of exterminating my foes.\r\n[br]\r\n[b]Restitution.[\/b] If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bane, Hunter's Mark[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Hold Person, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Haste, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Banishment, Dimension Door[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Hold Monster, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Abjure Enemy.[\/b] As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.[\/li]\r\nOn 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.\r\n[li][b]Vow of Enmity.[\/b] As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.[\/li]\r\n[\/ul]\r\n\r\n[b]Relentless Avenger\r\n[br][\/b]\r\nBy 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.\r\n\r\n[b]Soul of Vengeance\r\n[br][\/b]\r\nStarting 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.\r\n\r\n[b]Avenging Angel\r\n[br][\/b]\r\nAt 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:\r\n[ul]\r\n[li]Wings sprout from your back and grant you a flying speed of 60 feet.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Oath of the Watchers[\/h3]\r\nThe 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.\r\n[br]\r\nPaladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.\r\n\r\n[b]Tenets of the Watchers\r\n[br][\/b]\r\nA paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.\r\n[br]\r\n[b]Vigilance.[\/b] The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.\r\n[br]\r\n[b]Loyalty.[\/b] Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.\r\n[br]\r\n[b]Discipline.[\/b] 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.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Alarm, Detect Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Moonbeam, See Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Counterspell, Nondetection[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Aura of Purity, Banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]Hold Monster, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\r\n[ul]\r\n[li][b]Watcher's Will[\/b] You can use your Channel Divinity 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.[\/li]\r\n[li][b]Abjure the Extraplanar[\/b] You can use your Channel Divinity 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.[\/li]\r\n[\/ul]\r\n[ul]\r\nA 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.[\/ul]\r\n\r\n[b]Aura of the Sentinel\r\n[br][\/b]\r\nAt 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.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Vigilant Rebuke\r\n[br][\/b]\r\nAt 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.\r\n\r\n[b]Mortal Bulwark\r\n[br][\/b]\r\nAt 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:\r\n[ul]\r\n[li]You gain truesight with a range of 120 feet.[\/li]\r\n[li]You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\nOnce 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.\r\n\r\n[h3]Oathbreaker[\/h3]\r\nAn oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Hellish Rebuke, Inflict Wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Crown of Madness, Darkness[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Animate Dead, Bestow Curse[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Blight, Confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Contagion, Dominate Person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Control Undead.[\/b] As an action, you target one 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 Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.[\/li]\r\n[li][b]Dreadful Aspect.[\/b] 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.[\/li]\r\n[\/ul]\r\n\r\n[b]Aura of Hate\r\n[br][\/b]\r\nStarting 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.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Supernatural Resistance\r\n[br][\/b]\r\nAt 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\r\n\r\n[b]Dread Lord\r\n[br][\/b]\r\nAt 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.\r\n[br]\r\nWhile 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.\r\n[br]\r\nAfter activating the aura, you can't do so again until you finish a long rest.\r\n\r\n[h3]Oath of Beauty[\/h3]\r\nThe Oath of beauty is a solemn promise to protect beauty at all cost. The beauty a Paladin chooses to protect can be any beauty: the beauty of nature, the beauty of a loved one, the beauty that nobody else considers beautiful, or their own beauty, to name a few. Paladins of Beauty aim to protect what they find beautiful from the ugly, graceless forces of the outside world. Those that swear this oath become staunch, deeply passonate defenders of what they call their Muses, that or those which they admire most, Contrary to many other oaths, the Oath of Beauty encourages those that swear by it to throw themselves unto the arms of their passions, to feel every feeling unashamedly and courageously. Objectivity and cold hard logic hold little to no meaning to a Paladin of Beauty. It is subjectivity passion, admiration, and love that drives them. A Paladin of Beauty's most powerful weapon is not their sword, but their rejection to society's insistence on remaining unemotional and impersonal, because when wielded dexterously, it can inspire a crowd, a city, a country, or the entire world.\r\n[br]\r\nThe Paladin of Beauty has been conceived as a defender and a tank. While other oaths are about the Paladin themselves and killing other creatures, the Oath of Beauty is all about protecting and bolstering your allies.\r\n\r\n[b]Tenets of Beauty[\/b]\r\n[br]\r\nThe tenets of the Oath of Beauty vary by the Muse that the Paladin choose, but all the tenets revolve around defending Beauty at all costs. Paladins who have sworn this oath will go to any lengths to protect their Muse, even if it means going against what they consider just or right. The Principle that rule over their tenets are ruled by emotion.\r\n[br]\r\n\r\n[b]A shield for the beautiful.[\/b] I am and always will be my Muse's shield. No harm may come to what I consider beautiful as long as I breathe.\r\n[br]\r\n[b]Beauty must conquer.[\/b] I vow to make every place I pass more beautiful than when I encountered it.\r\n[br]\r\n[b]Passion is paramount.[\/b] No decision is truer than the one made from the heart. I will trust what I feel is right and won't let my Passions' screams fall on deaf ears.\r\n[br]\r\n[b]Strive for Beauty.[\/b] I'm not only Beauty's protector. I'm also its wielder. I will strive to make myself as beautiful as what I'm sworn to protect.\r\nThere's beauty in difference. What I find beautiful may not be the same others find beautiful. So long as one is driven by pure admiration for a Muse, they are my friend and my ally.\r\n\r\n[b]Oath Spells[\/b]\r\n[br]\r\nYou gain Oath Spells at the Paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Heroism, Protection from Evil and Good[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Alter Self, Enhance Ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Protection from Energy, Spirit Guardian[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Faithful Hound, Fabricate[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Seeming, Wall of Force[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\n[br]\r\n\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li][b]Guardian of Grace. [\/b]As a bonus action you vow to protect an ally from all harm with your life. Choose one friendly creature within 60 feet of you that you can see. All attacks against the creature is made at disadvantage, the creature under Guardian of Grace also makes all saving throws with advantage. This effect lasts for 1 minute, until you drop to 0 hit points, or if you use this ability on a different target. Each time a creature under Guardian of Grace takes damage you take the same amount of Damage. you can end the effects of Guardian of Grace as a bonus action. You can switch the creature protected by Guardian of Grace as a bonus action.[\/li]\r\n[li][b]Dazzling Appearance.[\/b] As an action, your appearance changes to reflect a divine, resplendent form of the beauty you have vowed to defend. Choose a number of creatures equal to your charisma modifier. Each creature must make a Wisdom saving throw. On a failed save, a creature is stunned until the end of your next turn.[\/li]\r\n[\/ul]\r\n[b]Elegant Defense[\/b]\r\n[br]\r\n\r\nStarting at 7th level, your desire to defend and protect gives you a supernatural ability to accomplish that desire. When a creature within your reach makes an attack of opportunity at a creature other than you, you can use your reaction to become the target of the attack instead of the original target\r\n\r\n[b]Aura of Beauty[\/b]\r\n[br]\r\nStarting at 15th level, you and your friends' appearance subtly change, becoming more beautiful according to their own ideas of beauty. You also become adept at perceiving the true beauty of everything and anything, regardless of what is obscuring it. Aberrations and Monstrosities'' attacks are made at disadvantage against you and any friendly creature within 10 feet of you. Additionally, you or any friendly creature within 10 feet have advantage on checks to see through illusions.\r\n[br]\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[b]Angle of Beauty[\/b]\r\n[br]\r\nAt 20th level, you can assume the form of an impossibly beautiful Angelic Defender. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\r\n[ul]\r\n[li]Wings sprout from your back and grant you a flying speed of 60 feet.[\/li]\r\n[li]You have advantage on Charisma saving throws, as do your allies within 30 feet of you.[\/li]\r\n[li]You emanate a beautiful protective aura in a 30-foot radius. When a friendly creature is within the aura, they add your Charisma modifier to their AC and their saving throws.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Oath of the Forged Bonds[\/h3]\r\nThe Oath of Forged Bonds is a sworn commitment\r\nto a family not of the paladin\u2019s blood. Sometimes\r\ncalled keepers or caretakers, these paladins devote\r\nthemselves to the welfare and protection of the\r\nfriends and companions with whom they have\r\nforged the closest bonds. To these paladins, nothing\r\nis more important than these bonds, and they will\r\ndo their utmost to hold their family together\r\nthrough the best and worst times and remain\r\nsteadfast by their side.\r\n\r\n[b]Tenants of Forged Bonds\r\n[br][\/b]\r\nThough the methodology of paladins who have\r\nsworn this oath vary in how they remain devoted to\r\ntheir bonds, at their very core paladins of the Oath\r\nof Forged Bonds tend to uphold these tenants.\r\n[br]\r\n[b]Be a Light of Hope.[\/b] Do not allow despair to\r\ntake root in your family. Always remain hopeful, so\r\nthat your companions can look to you in times of\r\nstrife.\r\n[br]\r\n[b]Remain Devoted.[\/b] Provide what your family\r\nneeds, whether that be comfort, provisions, or aid.\r\nDo not abandon them when they need you the\r\nmost.\r\n[br]\r\n[b]Stay Steadfast. [\/b]Remain ever at the side of your\r\nfamily. You are a pillar upon which they can rely,\r\nand it is important that you do not waver so that\r\nyou can help them whether through the\r\ntumultuous storms of life.\r\n[br]\r\n[b]Safeguard Your Family. [\/b]Protect your family\r\nand remain ever vigilant for threats against them,\r\nbut also remember to communicate and resolve\r\nissues between yourself and your companions so\r\nthey do not multiply.\r\n\r\n[b]Oath Spells\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]bless, sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]aid, prayer of healing[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]beacon of hope, crusader\u2019s mantle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]aura of life, aura of purity[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]circle of power, rary\u2019s telepathic bond[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Channel Divinity\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Healing Bonds.[\/b] You can use your Channel\r\nDivinity to restore your family. When you heal a\r\nfriendly creature with your Lay on Hands feature,\r\nyou can choose to heal another friendly creature\r\nwithin 30 feet for half the amount healed. The\r\nnumber of additional friendly creatures increases to\r\n2 at 7th level, 3 at 15th level, and 4 at 20th level.\r\n[br]\r\n[b]Strength in Support.[\/b] You can use your\r\nChannel Divinity as a bonus action to bolster your\r\nattacks in the presence of your allies. For 1 minute,\r\nyour weapon attacks deal a number of additional\r\ndamage die depending on the number of friendly\r\nallies within 30 feet. (1d4 for 1, 1d6 for 2, 1d8 for 3,\r\nor 1d10 for 4 or more.)\r\n\r\n[b]Aura of Solidarity\r\n[br][\/b]\r\nAt 7th level, you are deeply connected to those you\r\nconsider your chosen family and can sense their\r\ngeneral location and direction as long as they are\r\nwithin 1 mile and are on the same plane of\r\nexistence as you.\r\nAdditionally, starting at 7th level, you emit an\r\naura of support while you aren\u2019t incapacitated.\r\nFriendly creatures within 10 feet of you don\u2019t\r\nprovoke opportunity attacks.\r\nAt 18th level, the range of this aura increases to 30\r\nfeet.\r\n\r\n[b]Curative Kinship\r\n[br][\/b]\r\nAs long as you stand firm you can continue to\r\nwatch over your family. Starting at 15th level,\r\nwhenever you succeed on a saving throw you can\r\nchoose a friendly creature within 30 feet and heal\r\nthem for a number of hit points equal to 2d8 + your\r\nCharisma modifier.\r\n\r\n[b]Clan Keeper\r\n[br][\/b]\r\nAt 20th level, as a bonus action, you can embody\r\nthe bonds that keep your family together and gain\r\nthe following benefits for 1 minute:\r\n[ul]\r\n[li]Friendly creatures within 60 feet of you have advantage on saving throws.[\/li]\r\n[li]You and all friendly creatures within 60 feet gain 1d10 + your Charisma modifier in temporary hit points at the start of your turn.[\/li]\r\n[li]You have advantage on attack rolls while within 5 feet of a friendly creature.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h3]Oath of Eternal Night[\/h3]\r\nPaladins who swear the Oath of Eternal Night forgo\r\nthe lofty standards of conduct and shining armor of\r\ntheir compatriots: instead, they don blackened armor\r\nand carry out assassinations, conduct subterfuge,\r\nand mete out vigilante justice under cover of night.\r\nSuch paladins, often called ravens, bind themselves\r\nto higher ideals of justice, transcending law and\r\nallegiances, so that they can right the wrongs that go\r\nunpunished. Every foul action has its consequence,\r\nand when no others rise to the challenge, the blade of\r\na raven is not far behind.\r\n\r\n[b]TENETS OF ETERNAL NIGHT\r\n[br][\/b]\r\nPaladins who swear the Oath of Eternal Night share a\r\nsense of moral absolutism and tend to believe in the\r\nfollowing core tenets:\r\n[br]\r\n[b]None are Exempt.[\/b] Even kings and magistrates\r\nthat write the laws must be held accountable to them.\r\n[br]\r\n[b]Good of the Many. [\/b]The needs of the many\r\nalways outweigh the needs of the few. It is your\r\ncharge to protect the weak when the powerful seek to\r\noppress.\r\n[br]\r\n[b]Knight of Night.[\/b] When justice is not done in\r\nthe light of day, it must be restored in darkness.\r\n\r\n[b]OATH OF ETERNAL NIGHT SPELLS\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]feather fall, longstrider[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]find steed, misty step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]fly, haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]dimension door, freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]passwall, teleportation circle[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Cover of Darkness.[\/b] As a bonus action,\r\nyou can create a 15-foot radius sphere of magical\r\ndarkness centered on a point you can see within 30\r\nfeet of you. This sphere spreads around corners and\r\nlasts for one minute. You can see through darkness\r\nyou create in this way.\r\n[br]\r\n[b]Shrouded Armor.[\/b] As an action, you can use\r\nyour Channel Divinity to draw shadowstuff from\r\nthe Plane of Shadow, imbuing it upon one suit of\r\narmor you are wearing. Your armor is cloaked in\r\na tenebrous swirl, and reflects no light. You can\r\nadd your Charisma modifier to Dexterity (Stealth)\r\nchecks you make while wearing the armor, and the\r\narmor does not impose disadvantage on your Stealth\r\nchecks.\r\nThis effect ends after 8 hours, or if you end\r\nthe effect on your turn (no action required). The\r\neffect ends early if you remove your armor or fall\r\nunconscious.\r\n\r\n[b]SLIP INTO THE SHADOWS\r\n[br][\/b]\r\nAt 7th level, you and friendly creatures within 10 feet\r\nof you can take the Hide action as a bonus action.\r\nAt 18th level, the range of this aura increases to\r\n30 feet.\r\n\r\n[b]CLOAK OF NIGHT\r\n[br][\/b]\r\nAt 15th level, as a reaction when you take damage,\r\nyou can shed small flakes of darkness which briefly\r\nwhirl around you before disappearing. The next\r\nattack roll made against you before the beginning of\r\nyour next turn has disadvantage.\r\n\r\n[b]SHADOW FORM\r\n[br][\/b]\r\nAt 20th level, you can assume the form of a tenebrous\r\nstalker, drawing incredible power from the darkness\r\naround you. Using your action, you undergo a\r\ntransformation. For 1 hour, you gain the following\r\nbenefits while you are within dim light or darkness:\r\n[ul]\r\n[li]You have advantage on Strength, Dexterity, and Constitution checks.[\/li]\r\n[li]As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.[\/li]\r\n[li]Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Oath of Heresy[\/h3]\r\nHeretics come in all forms, but those who swear\r\nan Oath of Heresy have borne witness to a great\r\nrevelation: the prophets of history are false and\r\ntheir clerics have been misled, for the gods have\r\ndeceived the entire world. Heretics vow to spread\r\ntheir truth to whoever will listen, rebuffing holy men\r\nand inquisitors that lack the sense to share in their\r\nrevolution. Naturally, heretics end their crusades in\r\none of two ways: canonized for revolutionizing the\r\nfaith, or burned at the stake for their transgressions.\r\nHeretics might embrace any fundamental truth\r\nthat goes unrecognized. Many believe the gods are\r\nfundamentally false, a trick wrought by celestials\r\nor high priests, while others simply profess the\r\nnonnecessity of deities to gain entry to an afterlife.\r\nOthers attack fundamental pillars of faith that are\r\nerected on prejudicial beliefs, such as priestly orders\r\nthat disallow people of different races or genders to\r\ntheir own. No matter what truth they embrace, these\r\npaladins are empowered by their belief and their\r\noaths (as all paladins are), and so can crusade in\r\nactive rebellion against the gods.\r\n\r\n[b]TENETS OF HERESY\r\n[br][\/b]\r\nBy swearing your oath, you vow to spread truth far\r\nand wide according to the following tenets.\r\n[br]\r\n[b]Spread the Revolution.[\/b] Share the truth with\r\neveryone. Where truth itself does not dispel the lies,\r\nyour sword might dispense truth of its own.\r\n[br]\r\n[b]Defy Convention.[\/b] You stand to shatter the\r\nlaws that seek to contain the truth. Don\u2019t dwell on\r\ntradition as you seek to remake it.\r\n[br]\r\n[b]Speak Truth to Power.[\/b] Confront the\r\npowerful with your truth, and don\u2019t let them turn\r\naway. Only by embracing the truth can they enact\r\nchange.\r\n\r\n[b]OATH OF HERESY SPELLS\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]illusory script, protection from\r\nevil and good[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]magic weapon, zone of truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]dispel magic, speak with dead[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]banishment, private sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]dispel evil and good, legend\r\nlore[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Blaspheme. [\/b]As an action, you speak words of\r\nheresy, profound statements which shake the room.\r\nEach creature you choose within 30 feet must make\r\na Wisdom saving throw. On a failed save, a creature\r\ntakes 2d6 psychic damage for each point of your\r\nproficiency bonus and is deafened for 1 minute. On a\r\nsuccess, a creature takes half as much damage and is\r\nnot deafened.\r\n[br]\r\n[b]Turn the Holy.[\/b] As an action, you present your\r\nholy symbol to censure celestials and holy men, using\r\nyour Channel Divinity. Each celestial that can see or\r\nhear you within 30 feet of you must make a Wisdom\r\nsaving throw. Each humanoid within range that can\r\ncast 1st level spells or higher using Wisdom as their\r\nspellcasting ability score must also make a Wisdom\r\nsaving throw. If a creature fails its saving throw, it is\r\nturned for 1 minute or until it takes damage.\r\nA turned creature must spend its turns trying\r\nto move as far away from you as it can, and it can\u2019t\r\nwillingly move to a space within 30 feet of you. It also\r\ncan\u2019t take reactions. For its action, it can use only\r\nthe Dash action or try to escape from an effect that\r\nprevents it from moving. If there\u2019s nowhere to move,\r\nthe creature can use the Dodge action.\r\n\r\n[b]GODLESS AURA\r\n[br][\/b]\r\nBeginning at 7th level, your aura divorces the area\r\naround you from divine powers. When a creature\r\nother than yourself within 10 feet of you regains\r\nhit points, you can choose for that healing to fail\r\nand have no effect. Furthermore, you can use your\r\nreaction to cast counterspell, without using a spell\r\nslot or spell components, to interrupt any spellcaster\r\nusing Wisdom as their spellcasting ability score to \r\ncast a spell of 1st level or higher within 10 feet of you.\r\nAt 18th level, the range of this aura increases to\r\n30 feet.\r\n\r\n[b]IMPLACABLE WILL\r\n[br][\/b]\r\nBy 15th level, you can reroll with advantage a saving\r\nthrow that you fail. If you do so, you must use the\r\nnew roll, and you can\u2019t use this feature again until\r\nyou finish a long rest.\r\n\r\n[b]APOSTATE\r\n[br][\/b]\r\nAt 20th level, fully divorced from the will of the\r\ngods, you can use your action to assume a form\r\nempowered by the influence of your blasphemy, an\r\nanti-apotheosis. You gain the following benefits for 1\r\nminute:\r\n[ul]\r\n[li]You can use your Blaspheme Channel Divinity as a bonus action without using your Channel Divinity. When you use this ability this way, it deals 4d6 psychic damage on a failed save, and half as much on a success.[\/li]\r\n[li]You gain 20 temporary hit points at the start of each of your turns.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Oath of Revelry[\/h3]\r\nPaladins who swear the Oath of Revelry make a\r\nsolemn vow to party day and night until their hearts\r\ngive out. The antithesis of stuffy, lawful crusaders,\r\nthese emissaries of carousal travel the land, crashing\r\nparties and raising hell wherever they raise a glass.\r\nAuthorities bristle at their arrival, but the youth\r\ncheer, for a Party Paladin is always accompanied by a\r\ngood time.\r\n\r\n[b]TENETS OF REVELRY\r\n[br][\/b]\r\nMany paladins who swear the Oath of Revelry\r\nchoose to abide by the Codicus Brodicus, a doctrine\r\nof moral judgments, both foul and fair, about the\r\nway one should conduct life and party. In general,\r\npaladins who take this oath abide by the following\r\nprinciples:\r\n[br]\r\n[b]The Party Don't Stop.[\/b] Every occasion\r\ndeserves celebration, and everyone should be invited.\r\nWork Hard, Party Hard. Without planning\r\nand effort, a good bacchanal has no momentousness.\r\nBring your \u201cA\u201d game to events.\r\n[br]\r\n[b]Fight for Your Right to Party. [\/b]Those who\r\nwould stand in your way need to be reminded\r\nwhat it\u2019s like to have a good time, or failing that, be\r\ncircumvented.\r\n\r\n[b]OATH SPELLS\r\n[\/b]\r\n[br]You gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]charm person, hideous laughter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]calm emotions, enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]create food and water, hypnotic\r\npattern[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]compulsion, freedom of\r\nmovement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]geas, telepathic bond[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Conjure Drink.[\/b] When you finish a long rest,\r\nyou can summon to your flask a frothy ale from the\r\nheavens itself. Up to three creatures can drink from\r\nthis flask, and each has advantage on the next saving\r\nthrow it makes before it takes a long rest, after which\r\nthe buzz wears off. When you take a short rest, any\r\nremaining ale becomes nonmagical.\r\n[br]\r\n[b]Song and Dance. [\/b]You can spend your\r\nChannel Divinity as an action to dance a catchy jig.\r\nEach creature you choose within 15 feet must make\r\na Wisdom saving throw or join in. Creatures\r\ncontinue to dance as long as you dance.\r\nCreatures that can\u2019t be charmed are\r\nimmune to this effect. This effect ends\r\nfor a creature if you choose to end it\r\non your turn (no action required), or if\r\nthe creature reattempts the Wisdom saving\r\nthrow at the end of its turn and succeeds.\r\nA creature that is dancing spends all its\r\nmovement tapping its feet and shuffling about\r\nwithout leaving its space. It also has disadvantage on\r\nDexterity saving throws and attack rolls that rely on\r\nDexterity.\r\n\r\n[b]AURA OF FRATERNITY\r\n[br][\/b]\r\nAt 7th level, you and your allies fight better together.\r\nWhile you have one or more ally adjacent to you,\r\nyou and each of your allies within 5 feet deal an\r\nadditional 1d4 damage on melee attacks.\r\nAt 18th level, the range of this aura increases to\r\n15 feet.\r\n\r\n[b]MERRYMAKER\r\n[br][\/b]\r\nAt 15th level, when you or a friendly creature within\r\n30 feet of you makes an ability check or saving throw\r\nthat doesn\u2019t have disadvantage, you can cause it to be\r\nmade with advantage.\r\nYou can use this ability three times, and regain\r\nall expended uses when you finish a long rest.\r\n\r\n[b]PARTY ANIMAL\r\n[br][\/b]\r\nStarting at 20th level, you can use your action to\r\ntransform into an embodiment of partying. You\r\nsprout horns like a satyr and emanate a 30-foot aura\r\nof gaiety. For the next minute, you and friendly\r\ncreatures within the aura can\u2019t be blinded, deafened,\r\nexhausted, or poisoned. Additionally, at the start of\r\neach of your turns, you and each friendly creature\r\nthat isn\u2019t incapacitated within the aura regains 10 hit\r\npoints.\r\nOnce you use this feature, you can't use it again\r\nuntil you finish a long rest.\r\n\r\n[h3]Oath of Storms[\/h3]\r\nThe Oath of Storms calls paladins to the salty brine\r\nand choppy seas, the altar of the raging storm.\r\nPaladins who swear this oath embrace the sea\u2019s\r\ndispassionate neutrality, and uphold few core tenets.\r\nWith rare exceptions, these paladins are directionless\r\ncrusaders, guided by the winds and tide, and might\r\nmaintain distant lighthouses, hunt down vicious\r\npirates, or seek undiscovered lands, as the gales\r\ndictate. Storm knights, as they are often called, have\r\na long memory for vengeance, however, and deep\r\npenchants for superstition. Always listen to the\r\nwisdom of a storm knight, lest the winds turn foul\r\nand the ocean tempestuous.\r\n\r\n[b]TENETS OF THE STORM\r\n[br][\/b]\r\nStorm knights swear their oaths on sailing\r\nsuperstitions and unspoken laws of the sea, often\r\ncontaining the following principles:\r\n[br]\r\n[b]Safe Harbor.[\/b] Protect sailors and wise captains\r\nthat respect the laws of the ocean. No gale should\r\nbreak their masts while you are aboard.\r\n[br]\r\n[b]Howling Gales.[\/b] The winds should steer your\r\njourney, wherever they might take you. Furthermore,\r\nit is proper that the winds should often guide you\r\ninto storms.\r\n[br]\r\n[b]Thunderous Castigation. [\/b]The fury of the\r\nstorm demands equal reprisal for all slights, major\r\nand minor. Doing otherwise is bad luck.\r\n\r\n[b]OATH SPELLS\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]fog cloud, thunderwave[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]gust of wind, hold person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]call lightning, wind wall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]control water, ice storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]commune with nature, hold\r\nmonster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Thunderous Revenge.[\/b] You can use your\r\nChannel Divinity to strike back with the fury of\r\na storm. Immediately after a creature you can see\r\nwithin 30 feet of you deals damage to you with an\r\nattack, you can use your reaction to force the attacker\r\nto make a Wisdom saving throw. On a failed save,\r\nthe attacker takes lightning damage equal to the\r\ndamage it just dealt. On a successful save, it takes half\r\nas much damage.\r\n[br]\r\n[b]Walk on Waves.[\/b] As a bonus action, you can\r\nuse your Channel Divinity to befriend the sea. For\r\nthe next hour, you gain the benefits of the water walk\r\nspell, and your movement speed doubles while you\r\nare walking on water.\r\n\r\n[b]VORTEX AURA\r\n[br][\/b]\r\nStarting at 7th level, you can use your bonus action\r\nto summon a strong wind to whirl around you in\r\na 10-foot radius until you dismiss it on your turn\r\n(no action required). While your vortex is active,\r\nits area counts as difficult terrain for creatures other\r\nthan you. The wind extinguishes unprotected flames,\r\nsuch as candles and torches, and disperses gases and\r\nvapors within its area.\r\n[br]\r\nAt 18th level, the radius of this aura extends to\r\n30 feet and you can choose creatures within the aura\r\nto be unaffected by it.\r\n\r\n[b]STORM SOUL\r\n[br][\/b]\r\nStarting at 15th level, you have resistance to lightning\r\ndamage. Additionally, when a creature within 5 feet\r\nof you attacks you while you are not incapacitated,\r\nit takes lightning damage equal to your Charisma\r\nmodifier.\r\n\r\n[b]THUNDER GOD\r\n[br][\/b]\r\nAt 20th level, as an action, you can mantle yourself\r\nin the powers of a tempest deity. For 1 minute, your\r\nbody crackles with thunder and lightning, and your\r\neyes glow blue, revealing a raging storm within. You\r\ngain the following benefits:\r\n[ul]\r\n[li]You are immune to lightning and thunder damage.[\/li]\r\n[li]You gain a flying speed of 60 feet.[\/li]\r\n[li]You can cast the spell call lightning as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Oath of the Sun[\/h3]\r\nIn the wastes, the sun is a double-edged sword:\r\nthough it brings light, warmth, and nourishment to\r\nthe desert\u2019s scant greenery, it also burns, blinds, and\r\ncan destroy those who do not respect it. Paladins\r\nwho take the Oath of the Sun understand the sun's\r\ndual nature, and strive to both bring its light to the\r\ndarkest reaches of the world and to protect those\r\nwho fall prey to the sun's rays out of happenstance or\r\nmisfortune.\r\n[br]\r\nUnlike other paladins, most brothers who take\r\nthe Oath of the Sun belong to a clergy of a sun god of\r\nsome sort, be it Amaterasu, Apollo, Ra, or any other.\r\nThey most often serve as templars, protecting their\r\ntemples from raiders, bandits, and more supernatural\r\nthreats. They are uniformly good, but have little\r\nadherence to laws other than those of their faith.\r\n\r\n[b]TENETS OF THE SUN\r\n[br][\/b]\r\nThe Oath of the Sun is always taken in public at\r\nthe height of noon, among the congregation of the\r\npaladin's church.\r\n[br]\r\n[b]The Sun Rises.[\/b] The sun rises over the horizon\r\neach day, without fail, spreading light over the whole\r\nof the world. So should you never fail in your task to\r\nspread your faith and knowledge every day.\r\n[br]\r\n[b]The Sun Blazes.[\/b] Under the noonday sun, only\r\nthe pure may survive for long. Those that fear the sun\r\nmust see its light, so as to burn away their impurity.\r\n[br]\r\n[b]The Sun Sets.[\/b] The sun must rest each night,\r\nand give the world a chance to sleep. So too should\r\nyou give rest to your fury and righteousness in the\r\nservice of mercy, though only to those who deserve\r\nit.\r\n\r\n[b]OATH SPELLS\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]burning hands, guiding bolt[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]darkvision, scorching ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]daylight, spirit guardians[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]fire shield, wall of fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]flame strike, hallow[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\nGlorious Radiance. As an action, you can\r\nbegin radiating bright sunlight. While this effect is\r\nactive, you shed bright light out to a radius of 30 feet.\r\nAdditionally, you gain a number of temporary hit\r\npoints equal to your paladin level + your Charisma\r\nmodifier. If a creature hits you with a melee attack\r\nwhile you have these hit points, you can use your\r\nreaction to deal 5 points of radiant damage to it. This\r\neffect lasts for 1 hour, and ends early if the hit points\r\nare expended or until you dismiss it on your turn\r\n(no action required). When you reach 11th level, the\r\neffect deals 10 points of radiant damage, and at 17th\r\nlevel, it deals 15 points of radiant damage.\r\n[br]\r\n[b]Solar Flare.[\/b] As an action, you can emit\r\na blinding flash of light. When you do so, each\r\ncreature you choose within 20 feet of you must make\r\na Constitution saving throw or be blinded for 1\r\nminute. A blinded creature can make a Constitution\r\nsaving throw at the end of each of its turns, ending\r\nthe effect on itself on a success.\r\n\r\n[b]SUN'S WARMTH\r\n[br][\/b]\r\nAt 7th level, you and all friendly creatures within 10\r\nfeet of you have resistance to cold and fire damage,\r\nand can tolerate temperatures as low as -50 degrees\r\nFahrenheit and as high as 300 degrees Fahrenheit.\r\nAdditionally, when you deal fire damage, you can\r\nchoose to deal radiant damage instead, or vice versa.\r\nAt 18th level, the range of this aura increases to\r\n30 feet.\r\n\r\n[b]INCANDESCENT FURY\r\n[br][\/b]\r\nAt 15th level, the damage die for your Improved\r\nDivine Smite becomes a d10.\r\n\r\n[b]ZENITH\r\n[br][\/b]\r\nAt 20th level, as an action on your turn, you can\r\nfill yourself with the sun's brilliant wrath. You can\r\ncast the spell sunbeam without using a spell slot.\r\nAdditionally, at the start of each of your turns during\r\nthis spell's duration, you regain hit points equal to\r\nyour Charisma modifier if you have no more than\r\nhalf your hit points left. Once you use this ability, you\r\nmust finish a long rest before you can do so again.\r\n\r\n[h3]Oath of Winter[\/h3]\r\nThe Oath of Winter was originally a concord\r\nbetween a paladin and an ancient being of ice,\r\nFather Winter. With this treatise, the paladin swears\r\nto stand vanguard against the cold, protecting the\r\ninnocent from the ravages of winter\u2019s ice and the\r\nhorrors of the bitter north. Even as Father Winter has\r\nfaded into obscurity with the march of centuries, the\r\norder of paladins sworn to this oath has remained,\r\ntheir concord and duty never-ending.\r\n\r\n[b]TENETS OF WINTER\r\n[br][\/b]\r\nYour concord with Father Winter, enumerated in\r\nyour oath, is based on the following principles:\r\n[br]\r\n[b]Winter's Snow.[\/b] Though the winter is long and\r\nharsh, it is not altogether evil. Your concord with\r\nFather Winter himself is proof of that.\r\n[br]\r\n[b]Winter's Wind.[\/b] With the coming of winter\r\nfrosts are harsh dangers and frigid creatures not\r\nfound in the summer. It is your duty to protect the\r\ninnocent from this peril.\r\n[br]\r\n[b]Winter's Throne.[\/b] To seek to unseat Father\r\nWinter from his throne of ice is to break your vow.\r\nNo matter the evils of his reign, you must not break\r\nyour concord. Seasons change, but your oath does\r\nnot.\r\n\r\n[b]OATH SPELLS\r\n[br][\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Paladin Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]create or destroy water, fog cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]hold person, shatter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]sleet storm, slow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]fire shield, ice storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]cone of cold, hold monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]CHANNEL DIVINITY[\/b]\r\n[br]When you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Ice Armor.[\/b] As a bonus action, you can use\r\nyour Channel Divinity to wreath your armor in a\r\nthick layer of protective ice. You gain a number of\r\ntemporary hit points equal to twice your paladin\r\nlevel + your Charisma modifier. You subtract fire\r\ndamage from your temporary hit points as if you \r\nwere vulnerable to it, but if fire damage reduces your\r\ntemporary hit points to zero, you take no additional\r\ndamage from it, as your melting ice neutralizes the\r\nexcess heat.\r\n[br]\r\n[b]North Wind. [\/b]You can use your Channel\r\nDivinity as an action to breathe a hoary wind.\r\nEach creature within a 30-foot cone must make\r\na Constitution saving throw. On a failed save, a\r\ncreature takes 2d6 cold damage for each point of\r\nyour proficiency bonus, and its speed is halved until\r\nthe beginning of your next turn. On a successful\r\nsave, a creature takes half as much cold damage\r\nand its speed is not halved. A creature killed by this\r\nability becomes a frozen statue until it thaws.\r\n\r\n[b]FRIGID AURA\r\n[br][\/b]\r\nBeginning at 7th level, you emanate bitter cold and\r\ndraw heat from the room. You and friendly creatures\r\nwithin 10 feet of you have resistance to cold and fire\r\ndamage.\r\n[br]\r\nAt 18th level, the range of this aura increases to\r\n30 feet.\r\n\r\n[b]ICEFLESH\r\n[br][\/b]\r\nBy 15th level, when you take damage or are blinded,\r\ndeafened, paralyzed, petrified, or poisoned, you can\r\nfreeze the blood in your veins, delaying the effect. \r\nThe damage or condition is suspended for 1 minute,\r\nafter which it resumes and affects you normally. This\r\nability pauses the duration of spells that affect only\r\nyou to impose a condition, and the spellcaster doesn\u2019t\r\nneed to maintain concentration on such a spell until\r\nthe effect resumes. You can only freeze one condition\r\nor instance of damage at a time. Once you use this\r\nability, you can\u2019t use it again for 1 minute.\r\n\r\n[b]FATHER WINTER\r\n[br][\/b]\r\nStarting at 20th level, you can invite upon yourself\r\nthe purest cold, becoming an effigy of Father Winter.\r\nFor the next hour, you gain the following benefits:\r\n[ul]\r\n[li]You are immune to cold damage.[\/li]\r\n[li]When a creature within 5 feet of you deals damage to you while you are not incapacitated, it takes 2d10 cold damage.[\/li]\r\n[li]You emit a frigid 10-foot radius aura that freezes the ground around you. The area of this aura is difficult terrain. You can choose for creatures to be unaffected by it.[\/li]\r\n[li]On your turn, you can draw the heat from the room, extinguishing any nonmagical fires you can see within 30 feet (no action required.)[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can't use it again until\r\nyou finish a long rest.","table_data":"Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th\r\n1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | -\r\n2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | -\r\n3rd | +2 | Divine Health, Sacred Oath, Harness Divine Power (Optional) | 3 | - | - | - | -\r\n4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | - | - | - | -\r\n5th | +3 | Extra Attack | 4 | 2 | - | - | -\r\n6th | +3 | Aura of Protection | 4 | 2 | - | - | -\r\n7th | +3 | Sacred Oath feature | 4 | 3 | - | - | -\r\n8th | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | - | - | -\r\n9th | +4 | - | 4 | 3 | 2 | - | -\r\n10th | +4 | Aura of Courage | 4 | 3 | 2 | - | -\r\n11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | -\r\n12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | - | -\r\n13th | +5 | - | 4 | 3 | 3 | 1 | -\r\n14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | -\r\n15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | -\r\n16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 2 | -\r\n17th | +6 | - | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1059047","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334"}