{"name":"Paladin (2024 Edition)","overview":"Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god\u2019s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin\u2019s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.\r\n\r\nPaladin DnD 2024 Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.\r\n\r\nAlmost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world\u2019s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.","hit_dice":"1d10","hit_points_at_1st_level":"1d10 + Constitution Modifier","hit_points_at_higher_levels":"1d10 + Constitution Modifier Per Level After 1st","armor_proficiencies":"Light, Medium, and Heavy Armor and Shields","weapon_proficiencies":"Simple and Martial Weapons","tools":"None","saving_throws":"Wisdom, Charisma","skills":"Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion","starting_equipment":"[b]Choose A or B: [\/b]\r\n[ol][li] [b] (A) [\/b]Chain Mail, Shield, Longsword, 6 Javelins,Holy Symbol, Priest\u2019s Pack, and 9 GP; [\/li]\r\n[li][b]  (B) [\/b]150 GP[\/li][\/ol]","spellcasting":"You have learned to cast spells through prayer, meditation, and devotion. See the Player\u2019s Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells.\r\n\r\n[b]Spell Slots.[\/b] The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\r\n\r\n[b]Prepared Spells of Level 1+.[\/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.\r\n\r\nThe number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.\r\n\r\nIf another Paladin feature gives you spells that you always have prepared, those spells don\u2019t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.\r\n\r\n[b]Changing Your Prepared Spells.[\/b] Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.\r\n\r\n[b]Spellcasting Ability.[\/b] Charisma is your spellcasting ability for your Paladin spells.\r\n\r\n[b]Spellcasting Focus.[\/b] You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.\r\n[p][\/p]","class_features":"[h3][b]Level 1: Lay on Hands[\/b][\/h3]\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 five times your Paladin level.\r\n\r\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\r\n\r\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don\u2019t also restore Hit Points to the creature.\r\n\r\n[h3][b]Level 1: Weapon Mastery[\/b][\/h3]\r\nYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.\r\n\r\n[spoiler]\r\n[h3][b]1. Cleave[\/b][\/h3]\r\n[b]Weapons: Greataxe, Halberd[\/b]\r\n\r\nCleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.\r\n\r\n[h3][b]2. Graze[\/b][\/h3]\r\n[b]Weapons: Glaive, Greatsword[\/b]\r\n\r\nNever let a missed attack go to waste again! Graze lets you deal some damage even when you miss, adding a bit of your ability modifier to soften the blow of a bad roll. It's perfect for those of us who seem to be cursed by the dice gods.\r\n\r\n[h3][b]3. Nick[\/b][\/h3]\r\n[b]Weapons: Dagger, Light Hammer, Sickle, Scimitar[\/b]\r\n\r\nTwo-weapon fighters, rejoice! Nick weapons allow you to make an additional attack during your Attack action when wielded in your off-hand. This frees up your Bonus Action for other shenanigans while still getting that extra attack goodness. Pair this with the Dual Wielder feat for even more off-hand attack potential!\r\n\r\n[h3][b]4. Push[\/b][\/h3]\r\n[b]Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow[\/b]\r\n\r\nWho doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).\r\n\r\n[h3][b]5. Sap[\/b][\/h3]\r\n[b]Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick[\/b]\r\n\r\nSap is all about giving your foes a bad time on their next attack. After you hit, your target has disadvantage on their next attack roll. It's like a mini-Stunning Strike for the non-monk crowd!\r\n\r\n[h3][b]6. Slow[\/b][\/h3]\r\n[b]Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket[\/b]\r\n\r\nWant to keep that pesky enemy from closing in or running away? Slow reduces their speed by 10 feet until the start of your next turn \u2013 perfect for kiting or maintaining that crucial distance in combat.\r\n\r\n[h3][b]7. Topple[\/b][\/h3]\r\n[b]Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident[\/b]\r\n\r\nNothing says \"stay down\" quite like Topple. This property forces your target to make a Constitution saving throw or fall prone. It's great for setting up advantage for your melee allies or just making your foes eat dirt.\r\n\r\n[h3][b]8. Vex[\/b][\/h3]\r\n[b]Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol[\/b]\r\n\r\nVex is all about focusing fire. When you hit a target with a Vex weapon, you have advantage on your next attack roll against that same target. It's perfect for taking down big, tough enemies or just being really, really annoying to one specific foe.\r\n|Weapon Masteries\r\n[\/spoiler]\r\n\r\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.\r\n\r\n[h3][b]Level 2: Fighting Style[\/b][\/h3]\r\nYou gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.\r\n\r\n[spoiler]\r\n[h3][b]Archery[\/b][\/h3]\r\nYou gain a +2 bonus to attack rolls you make with Ranged weapons.\r\n|Archery\r\n[\/spoiler][spoiler]\r\n[h3][b]Defense[\/b][\/h3]\r\nWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.\r\n|Defense\r\n[\/spoiler][spoiler]\r\n[h3][b]Dueling[\/b][\/h3]\r\nWhen you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n|Dueling\r\n[\/spoiler][spoiler]\r\n[h3][b]Great Weapon Fighting[\/b][\/h3]\r\nWhen you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.\r\n|Great Weapon Fighting\r\n[\/spoiler][spoiler]\r\n[h3][b]Protection[\/b][\/h3]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.\r\n|Protection\r\n[\/spoiler][spoiler]\r\n[h3][b]Two-Weapon Fighting[\/b][\/h3]\r\nWhen you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.\r\n|Two-Weapon Fighting\r\n[\/spoiler][spoiler]\r\n[h3][b]Blessed Warrior[\/b] [\/h3]\r\nYou learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.\r\n|Blessed Warrior\r\n[\/spoiler]\r\n\r\n[h3][b]Level 2: Paladin's Smite[\/b][\/h3]\r\nYou always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.\r\n\r\n[h3][b]Level 3: Channel Divinity[\/b][\/h3]\r\nYou can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class\u2019s Channel Divinity, you choose which effect from this class to create.\r\n\r\nYou can use this class\u2019s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\r\n\r\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class\u2019s Spellcasting feature.\r\n\r\n[b]Divine Sense.[\/b] As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.\r\n\r\n[h3][b]Level 3: Paladin Subclass[\/b][\/h3]\r\nYou gain a Paladin subclass of your choice. The Oath of Devotion, the Oath of Glory, the Oath of the Ancients, and the Oath of Vengeance subclasses are detailed after this class\u2019s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass\u2019s features that are of your Paladin level or lower.\r\n\r\n[h3][b]Level 4: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.\r\n\r\n[h3][b]Level 5: Extra Attack[\/b][\/h3]\r\nYou can attack twice instead of once whenever you take the Attack action on your turn.\r\n\r\n[h3][b]Level 5: Faithfull Steed[\/b][\/h3]\r\nYou can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.\r\n\r\nYou can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.\r\n\r\n[h3][b]Level 6: Aura of Protection[\/b][\/h3]\r\nYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\r\n\r\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\r\n\r\nIf another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.\r\n\r\n[h3][b]Level 8: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 12, and 16.\r\n\r\n[h3][b]Level 9: Abjure Foes[\/b][\/h3]\r\nAs a Magic action, you can expend one use of this class\u2019s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.\r\n\r\n[h3][b]Level 10: Aura of Courage[\/b][\/h3]\r\nYou and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.\r\n\r\n[h3][b]Level 11: Radiant Strikes[\/b][\/h3]\r\nYour strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.\r\n\r\n[h3][b]Level 12: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin level 16.\r\n\r\n[h3][b]Level 14: Restoring Touch[\/b][\/h3]\r\nWhen you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don\u2019t also restore Hit Points to the creature.\r\n\r\n[h3][b]Level 16: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify.\r\n\r\n[h3][b]Level 18: Aura Expension[\/b][\/h3]\r\nYour Aura of Protection is now a 30-foot Emanation.\r\n\r\n[h3][b]Level 19: Epic Boon[\/b][\/h3]\r\nYou gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.","subclass_options":"[spoiler]\r\n[h2][b]Oath of Devotion[\/b][\/h2]\r\nPaladin Oath of Devotion DnD 2024 The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some\u2014for better or worse\u2014hold the rest of the world to the same standards.\r\n\r\nMany who swear this oath are devoted to gods of law and good and use their gods\u2019 tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\r\n\r\n[h3][b]Tenets[\/b][\/h3]\r\n[ul]\r\n[li][b]Honesty.[\/b] Don't lie or cheat. Let your word be your promise.[\/li]\r\n[li][b]Courage.[\/b] Never fear to act, though caution is wise.[\/li]\r\n[li][b]Compassion.[\/b] Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.[\/li]\r\n[li][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.[\/li]\r\n[li][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.[\/li]\r\n[\/ul]\r\n\r\n[h3][b]Level 3: Oath of Devotion Spells[\/b][\/h3]\r\nThe magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1494931]\r\n\r\n[h3][b]Level 3: Sacred Weapon[\/b][\/h3]\r\nWhen you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\r\n\r\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\r\n\r\nYou can end this effect early (no action required). This effect also ends if you aren\u2019t carrying the weapon.\r\n\r\n[h3][b]Level 7: Aura of Devotion[\/b][\/h3]\r\nYou and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.\r\n\r\n[h3][b]Level 15: Smite of Protection[\/b][\/h3]\r\nYour magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.\r\n\r\n[h3][b]Level 20: Holy Nimbus[\/b][\/h3]\r\nAs a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\r\n\r\n[b]Holy Ward.[\/b] You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\r\n\r\n[b]Radiant Damage.[\/b] Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\r\n\r\n[b]Sunlight.[\/b] The aura is filled with Bright Light that is sunlight.\r\n|Oath of Devotion\r\n[\/spoiler][spoiler]\r\n\r\n[h2][b]Oath of Glory[\/b][\/h2]\r\nThis is the Oath of Glory according to the information WotC released so far, not yet the official 2024 version.\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\u2019re all ready when destiny calls.\r\n\r\n[h3][b]Tenets[\/b][\/h3]\r\n[ul]\r\n[li][b]Actions over Words.[\/b] Strive to be known by glorious deeds, not words.[\/li]\r\n[li][b]Challenges Are but Tests.[\/b] Face hardships with courage, and encourage your allies to face them with you.[\/li]\r\n[li][b]Hone the Body.[\/b] Like raw stone, your body must be worked so its potential can be realized.[\/li]\r\n[li][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.[\/li]\r\n[\/ul]\r\n\r\n[h3][b]Level 3: Inspiring Smite[\/b][\/h3]\r\nPaladin Oath of Glory DnD 2024Immediately after you deal damage to a creature with any of your Paladin\u2019s Smite spells, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.\r\n\r\n[h3][b]Level 3: Oath of Glory Spells[\/b][\/h3]\r\nThe magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1494932]\r\n\r\n[h3][b]Level 3: Peerless Athlete[\/b][\/h3]-\r\nAs a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; 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).\r\n\r\n[h3][b]Level 7: Aura of Alacrity[\/b][\/h3]\r\nYour Speed increases by 10 feet.\r\n\r\nIn addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn here, the ally's Speed increases by 10 feet until the end of their next turn.\r\n\r\n[h3][b]Level 15: Glorious Defense[\/b][\/h3]\r\nYou 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\u2019s 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\u2019s range.\r\n\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[h3][b]Level 20: Living Legend[\/b][\/h3]\r\nYou can empower yourself with the legends\u2014 whether true or exaggerated\u2014of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:\r\n\r\n[b]Charismatic.[\/b] You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.\r\n\r\n[b]Saving Throw Reroll.[\/b] If you fail a saving throw, you can use your Reaction to reroll it. You must use this new roll.\r\n\r\n[b]Unerring Strike.[\/b] Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).\r\n|Oath of Glory\r\n[\/spoiler][spoiler]\r\n\r\n[h2][b]Oath of the Ancients[\/b][\/h2]\r\nThis is the Oath of the Ancients according to the information WotC released so far, not yet the official 2024 version.\r\nThe Oath of the Ancients is as old as the first elves and the rituals of Druids. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things\u2014leaves, antlers, or flowers\u2014to reflect their commitment to preserving life and light in the world.\r\n\r\n[h3][b]Tenets[\/b][\/h3]\r\n[ul]\r\n[li][b]Kindle the Light.[\/b] Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.[\/li]\r\n[li][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[\/li]\r\n[li][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.[\/li]\r\n[li][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.[\/li]\r\n[\/ul]\r\n\r\n[h3][b]Level 3: Nature's Wrath[\/b][\/h3]\r\nPaladin Oath of the Ancients DnD 2024 As an action, you can expend one use of your Channel Divinity to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n\r\n[h3][b]Level 3: Oath of the Ancients Spells[\/b][\/h3]\r\nThe magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1494933]\r\n\r\n[h3][b]Level 7: Aura of Warding[\/b][\/h3]\r\nAncient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.\r\n\r\n[h3][b]Level 15: Undying Sentinel[\/b][\/h3]\r\nWhen you are reduced to 0 Hit Points and not killed outright, you can choose to drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can\u2019t do so again until you finish a Long Rest.\r\n\r\nAdditionally, you suffer none of the drawbacks of old age, and you can\u2019t be aged magically.\r\n\r\n[h3][b]Level 20: Elder Champion[\/b][\/h3]\r\nAs a Bonus Action, you can imbue your Aura of Protection with primal power, granting the following benefits for 1 minute or until you end them as a Bonus Action:\r\n\r\n[b]Diminish Defiance.[\/b] Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.\r\n\r\n[b]Regeneration.[\/b] At the start of each of your turns, you regain 10 Hit Points.\r\n\r\n[b]Swift Spells.[\/b] Whenever you cast a spell that has a casting time of 1 action, you can cast it using a Bonus Action instead.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).\r\n|Oath of Ancients\r\n[\/spoiler][spoiler]\r\n\r\n[h2][b]Oath of Vengeance[\/b][\/h2]\r\nThis is the Oath of Vengeance according to the information WotC released so far, not yet the official 2024 version.\r\nThe Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves\u2019 guild grows too violent and powerful, when a dragon rampages through the countryside\u2014at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.\r\n\r\n[h3][b]Tenets:[\/b][\/h3]\r\n[ul]\r\n[li][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.[\/li]\r\n[li][b]No Mercy for the Wicked.[\/b] Ordinary foes might win my mercy, but my sworn enemies do not.[\/li]\r\n[li][b]By Any Means Necessary.[\/b] My qualms can't get in the way of exterminating my foes.[\/li]\r\n[li][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.[\/li]\r\n[\/ul]\r\n\r\n\r\n[h3][b]Level 3: Oath of Vengeance Spells[\/b][\/h3]\r\nPaladin Oath of Vengeance DnD 2024 The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1494934]\r\n\r\n[h3][b]Level 3: Vow of Enmity[\/b][\/h3]\r\nAs a Bonus Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.\r\n\r\nIf the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.\r\n\r\n[h3][b]Level 7: Relentless Avenger[\/b][\/h3]\r\nYour supernatural focus helps you close off a foe\u2019s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature\u2019s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn\u2019t provoke Opportunity Attacks.\r\n\r\n[h3][b]Level 15: Soul of Vengeance[\/b][\/h3]\r\nImmediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it\u2019s within range.\r\n\r\n[h3][b]Level 20: Avenging Angel[\/b][\/h3]\r\nAs a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 1 hour or until you end them as a Bonus Action:\r\n\r\n[b]Flight.[\/b] You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.\r\n\r\n[b]Frightful Aura.[\/b] Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).\r\n|Oath of Vengeance\r\n[\/spoiler][spoiler]\r\n\r\n[h2][b]Oath of Conquest[\/b][\/h2]\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\r\n[h3][b]Tenets:[\/b][\/h3]\r\n[ul]\r\n[li][b]Douse the Flame of Hope.[\/b] 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.[\/li]\r\n[li][b]Rule with an Iron Fist.[\/b] 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.[\/li]\r\n[li][b]Strength Above All.[\/b] You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.[\/li]\r\n[\/ul]\r\n\r\n[h3][b]Level 3: Oath of Conquest Spells[\/b][\/h3]\r\nPaladin Oath of Conquest The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1530225]\r\n\r\n[h3][b]Level 3: Channel Divinity[\/b][\/h3]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n[ul]\r\n[li]\r\n[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.\r\n[\/li][li]\r\n[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.\r\n[\/li]\r\n[\/ul]\r\n\r\n[h3][b]Level 7: Aura of Conquest[\/b][\/h3]\r\nStarting 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.\r\n\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\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[h3][b]Level 15: Scornful Rebuke[\/b][\/h3]\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[h3][b]Level 20: Invincible Conqueror[\/b][\/h3]\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\r\n[ul][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][\/ul]\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n|Oath of Conquest\r\n[\/spoiler]","table_data":"Level|\tProf Bonus|\tClass Features|\tChannel Divinity|\tPrepared Spells|\t1|\t2|\t3|\t4|\t5\r\n1|\t+2|\tLay on Hands, Spellcasting, Weapon Mastery|\t-|\t2|\t2|\t-|\t-|\t-|\t-\r\n2|\t+2|\tFighting Style, Paladin's Smite|\t-|\t3|\t2|\t-|\t-|\t-|\t-\r\n3|\t+2|\tChannel Divinity, Paladin Subclass|\t2|\t4|\t3|\t-|\t-|\t-|\t-\r\n4|\t+2|\tAbility Score Improvement|\t2|\t5|\t3|\t-|\t-|\t-|\t-\r\n5|\t+3|\tExtra Attack, Faithfull Steed|\t2|\t6|\t4|\t2|\t-|\t-|\t-\r\n6|\t+3|\tAura of Protection|\t2|\t6|\t4|\t2|\t-|\t-|\t-\r\n7|\t+3|\tSubclass Feature|\t2|\t7|\t4|\t3|\t-|\t-|\t-\r\n8|\t+3|\tAbility Score Improvement|\t2|\t7|\t4|\t3|\t-|\t-|\t-\r\n9|\t+4|\tAbjure Foes|\t2|\t8|\t4|\t3|\t2|\t-|\t-\r\n10|\t+4|\tAura of Courage|\t2|\t8|\t4|\t3|\t2|\t-|\t-\r\n11|\t+4|\tRadiant Strikes|\t3|\t10|\t4|\t3|\t3|\t-|\t-\r\n12|\t+4|\tAbility Score Improvement|\t3|\t10|\t4|\t3|\t3|\t-|\t-\r\n13|\t+5|\t-|\t3|\t11|\t4|\t3|\t3|\t1|\t-\r\n14|\t+5|\tRestoringTouch|\t3|\t11|\t4|\t3|\t3|\t1|\t-\r\n15|\t+5|\tSubclass Feature|\t3|\t12|\t4|\t3|\t3|\t2|\t-\r\n16|\t+5|\tAbility Score Improvement|\t3|\t12|\t4|\t3|\t3|\t2|\t-\r\n17|\t+6|\t-|\t3|\t14|\t4|\t3|\t3|\t3|\t1\r\n18|\t+6|\tAura Expansion|\t3|\t14|\t4|\t3|\t3|\t3|\t1\r\n19|\t+6|\tEpic Boon|\t3|\t15|\t4|\t3|\t3|\t3|\t2\r\n20|\t+6|\tSubclass Feature|\t3|\t15|\t4|\t3|\t3|\t3|\t2","source":"","jsondata":"","tags":"2024 Edition, Paladin, Class, Oath of Devotion, Oath of Glory, Oath of the Ancients, Oath of Vengeance","isShared":"on","templateId":"5460","blockId":"1494817","world":""}