A Devout Warrior of Sacred Oaths
Primary Ability | Strength and Charisma |
|---|---|
Hit Point Die | D10 per Paladin level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A or B: (A) Mail Shirt, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9GP; or (B) 150GP |
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's 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's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
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.
Almost 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's 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.
Breaking Your Oath
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
| Level | Proficiency Bonus | Features | Harness Divine Power | Max Prepared Spells | Channel Divinity Uses | Aura Distance | --Spell Slots per Spell Level-- | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | |||||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | 2 | 2 | 0 | 0 | 0 | 0 | |||
| 2 | +2 | Divine Smite, Fighting Style | 3 | 2 | 0 | 0 | 0 | 0 | |||
| 3 | +2 | Harness Divine Power, Channel Divinity | 1 | 4 | 2 | 3 | 0 | 0 | 0 | 0 | |
| 4 | +2 | Ability Score Improvement | 1 | 5 | 2 | 3 | 0 | 0 | 0 | 0 | |
| 5 | +3 | Faithful Steed, Extra Attack | 1 | 6 | 2 | 4 | 2 | 0 | 0 | 0 | |
| 6 | +3 | Aura of Protection* | 1 | 6 | 2 | 10 ft | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | 2 | 7 | 2 | 10 ft | 4 | 3 | 0 | 0 | 0 | |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 2 | 10 ft | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Blessed Hands, Abjure Foes | 2 | 9 | 2 | 10 ft | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 2 | 10 ft | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 2 | 10 | 3 | 10 ft | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 2 | 10 | 3 | 10 ft | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | 2 | 11 | 3 | 15 ft | 4 | 3 | 3 | 1 | 0 | |
| 14 | +5 | Cleansing Touch, Restoring Touch | 2 | 11 | 3 | 15 ft | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | 3 | 12 | 3 | 15 ft | 4 | 3 | 3 | 2 | 0 | |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 3 | 15 ft | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | 3 | 14 | 3 | 15 ft | 4 | 3 | 3 | 3 | 1 | |
| 18 | +6 | 3 | 14 | 3 | 30 ft | 4 | 3 | 3 | 3 | 1 | |
| 19 | +6 | Ability Score Improvement | 3 | 15 | 3 | 30 ft | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 3 | 15 | 3 | 30 ft | 4 | 3 | 3 | 3 | 2 | |
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
You have learned to cast spells through prayer and meditation. See the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list.
Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepred Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don't coutn against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for whcih you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin Spells.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.
When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class features table.
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.
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.
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 have 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.
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a Saving Throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Aberrations, Celestials, Fey, 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.
Foundry Note
The uses of your Channel Divinity increase automatically as you level up. It automatically regains the correct uses after Short and Long Rests.
The Divine Sense activity includes an Active Effect but it does not automatically reveal the given creatures.
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1, currently @abilities.cha.mod).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
Your Lay on Hands can be used on a creature of your choice that is within any of your Paladin auras features, and if the target has no more than half of its hit points left you can expend one Hit Die to regain Hit Points if you expend at least 5 points of healing from your Lay on Hands pool.
This does not work with auras from spells cast.
As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action or take a Bonus Action.
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
You are so suffused with righteous might that all your weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon or Unarmed Strike, the creature takes an extra 2d8 radiant damage. Whenever you hit a creature with a ranged weapon, the creature takes an extra 1d8 radiant damage.
At the beginning of your turn, you can choose to end one spell on yourself. In addition, you can use a Magic action to end one spell on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, Stunned, or Weakened. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points also don't restore Hit Points to the creature.
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It is not 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.
Some of these paladins go so far as to consort with the powers of the fiendish realm, valuing the rule of law over the balm of mercy. These 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.
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
| Level | Features |
|---|---|
| 3 | Oath Spells, Conquering Presence, Guided Strike |
| 7 | Aura of Conquest |
| 15 | Scornful Rebuke |
| 20 | Invincible Conqueror |
You gain oath spells at the Paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Command |
| 5th | Hold Person, Spiritual Weapon |
| 9th | Bestow Curse, Fear |
| 13th | Dominate Beast, Stoneskin |
| 17th | Cloudkill, Dominate Person |
As a Magic action, you can expend a use of your Channel Divinity to 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.
When you make an attack roll, you can expend a use of 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.
If a creature is Frightened of you, its Speed is reduced to 0 while in your Aura of Protection, and that creature takes Psychic damage equal to half your Paladin level if it starts its turn there.
Those who dare to strike you are psychically punished for their audacity. Whenever a creature deals damage to you, that creature takes Psychic damage equal to your Charisma modifier (minimum of 1) if you do not have the incapacitated condition. You can take a Reaction to increase this damage with your Divine Smite, and the additional damage is Psychic rather than Radiant.
You gain the ability to harness extraordinary martial prowess. As a Magic action, you magically become an avatar of conquest, gaining the below benefits for 1 hour. Once you use this feature, you cannot 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).
Resistance. You have Resistance to all damage.
Additional Attack. When you take the Attack action on your turn, you can make one additional attack as part of that action.
Expanded Criticals. Your melee weapon attacks have their Critical Hit threshold expanded by one.
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and someâ€"for better or worseâ€"hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
| Level | Features |
|---|---|
| 3 | Sacred Weapon, Oath Spells |
| 7 | Aura of Devotion |
| 15 | Smite of Protection |
| 20 | Holy Nimbus |
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding or your Natural Weapon (if you have one) with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
You gain oath spells at the paladin levels listed in the Oath of Devotion Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Sanctuary |
| 5th | Lesser Restoration, Zone of Truth |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
You and your allies have Immunity to the Charmed and Possessed conditions while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. If a Possessed ally enters the aura, the possessing creature is shunted out into an adjacent space farthest from you and the possession ends.
Your magical smite now radiates protective energy. Whenever you use your Divine feature, 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.
Foundry Note
This feature includes an Active Effect which provides the Half Cover status but it is not automatically granted as creatures enter/exit your aura.
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have advantage on any saving throw you are forced to make by a Fiend or Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Foundry Note
This feature includes an Active Effect for tracking your Holy Nimbus but it does not automate the Advantage on Saving Throws.
The Holy Nimbus activity includes a damage roll.
The Regain Use activity will consume a 5th level spell slot and restore a use of this feature.
Strive for the Heights of Heroism
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.
These paladins share the following tenets:
| Level | Features |
|---|---|
| 3 | Oath Spells, Inspiring Smite, Peerless Athlete |
| 7 | Aura of Alacrity |
| 15 | Glorious Defense |
| 20 | Living Legend |
You gain oath spells at the Paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Magic Weapon |
| 9th | Haste, Protection from Energy |
| 13th | Compulsion, Freedom of Movement |
| 17th | Legend Lore, Regal Presence |
Immediately after you deal damage to a creature with your Divine Smite feature, 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 the Divine Smite damage dealt plus your Paladin level, divided among the chosen creatures however you like.
Foundry Note
The Heal activity on this feature only provides Temporary Hit Points equal to your Paladin level, you will have to manually add your Divine Smite damage to determine the total to be divided.
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet until the end of their next turn.
Foundry Note
This feature includes an Active Effect which increases your Speed by 10 feet. It does not automatically apply to creatures within your aura.
You can turn defense into a sudden strike. When you or another creature you can see within any of your auras is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon's range.
You can use this feature a number of times equal to twice your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You can empower yourself with the legends - whether true or exaggerated - of your great deeds. As a Bonus Action, you gain the benefits below for 1 hour. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.
Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must uese this new roll.
Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.
Foundry Note
This feature includes an Active Effect which can be used for tracking but the above benefits are not automated.
The Reroll Saving Throw activity is just for tracking Reaction use.
The Restore Use activity can be used to consume a 5th level slot and restore a use of this feature.
The 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 their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath 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.
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
| Level | Features |
|---|---|
| 3 | Oath Spells, Emissary of Peace, Rebuke the Violent |
| 7 | Aura of the Guardian |
| 15 | Unburdened by Peace |
| 20 | Emissary of Redemption |
You gain oath spells at the Paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Feather Fall, Sanctuary |
| 5th | Calm Emotions, Hold Person |
| 9th | Counterspell, Hypnotic Pattern |
| 13th | Resilient Sphere, Stoneskin |
| 17th | Hold Monster, Wall of Force |
As a Bonus Action, you can expend a use of your Channel Divinity to grant yourself a +5 bonus to Charisma (Persuasion) checks and you can treat a d20 roll of 9 or lower as a 10 for the next 10 minutes.
Immediately after a creature wtihin 30 feet of you deals damage to creatures other than you, you can expend a use of your Channel Divinity to take a Reaction and force the damage-dealing creature to make a Wisdom saving throw. On a failed save, they take Radiant damage equal to the damage it just dealt on its turn. On a successful save, they take half this damage.
You can shield others from harm at the cost of your own health. When a creature within your Aura of Protection takes damage, you can use take a Reaction to magically take that damage, instead of that creature taking it. This feature does not transfer any other effects that might accompany the damage, and you can gain Resistance to this damage by expending 5 Hit Points from your Lay on Hands pool.
A holy presence basks others in your belief. Whenever a creature benefits from you expending 5 or more Hit Points from your your Lay on Hands pool they can also spend a number of Hit Dice equal to your Charisma modifier (minimum of 1) to regain additional Hit Points. Rolling Hit Dice in this way does not benefit from their Constitution bonus.
You become an avatar of peace. As a Bonus Action, you gain the following benefits for 1 hour. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Universal Language. All creatures understand you, and you understand all other creatures regardless of ability to speak or languages known.
Damage Reduction. You take half damage to all damage dealt by other creatures (their attacks, spells, and other effects).
Negated Criticals. Your Aura of Protection also causes any Critical Hits against creatures of your choice in the area to count as a normal hit instead.
Preserve Life and Light in the World
The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing thingsâ€"leaves, antlers, or flowersâ€"to reflect their commitment to preserving life and light.
These paladins share the following tenets:
| Level | Features |
|---|---|
| 3 | Oath Spells, Nature's Wrath, Turn the Faithless |
| 7 | Aura of Warding |
| 15 | Undying Sentinel |
| 20 | Elder Champion |
You gain oath spells at the Paladin levels listed in the Oath of the Ancients Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Ensnaring Strike, Speak with Animals |
| 5th | Misty Step, Moonbeam |
| 9th | Plant Growth, Protection from Energy |
| 13th | Ice Storm, Stoneskin |
| 17th | Commune with Nature, Tree Stride |
As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yoursrelf must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Foundry Note
This feature includes an Active Effect which applies the Restrained condition.
As a Magic 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 ceature suffers from the following effects for 1 minute or until it takes damage.
Compelled Movement. The creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move to a space within 30 feet of you.
No Reactions. The creature cannot take Reactions.
Limited Actions. The only actions the creature can take are either the Dash action or one that attempts to escape from an effect that prevents it from moving away. If it cannot do either, it must take the Dodge action.
True Form. If the creature is concealed by an illusion, shapeshifting or other effect, their true form is revealed while it is turned.
Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura.
Foundry Note
This feature includes an Active Effect that applies the Resistances but it is not automatically granted when a character enters/exits your aura.
When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Alternatively, when you are subjected to an effect that would kill you instantaneously without dealing damage, you can choose to negate that effect.
Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend 5 Hit Points from your Lay on Hands pool immediately after warding against dropping below 0 Hit Points or being killed. This amount increases by 5 more each time until you complete a Short Rest.
Additionally, you can't be aged magically, and you cease visibly aging.
As a Bonus Action you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Diminished Defense. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.
Regeneration. At the start of each of your turns, you regain 10 Hit Points. You do not suffer Exhaustion from dropping to 0 Hit Points.
Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.
Foundry Note
The Elder Champion activity will consume a use and includes an Active Effect which can be used for tracking creatures impacted by Diminished Defense.
The Regeneration activity includes the 10 Hit Points you can regain each turn.
The Restore Use activity will consume a 5th level spell slot and restore a use of this feature.
The 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.
The 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.
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
| Level | Features |
|---|---|
| 3 | Oath Spells, Champion Challenge, Turn the Tide |
| 7 | The Loyal May Pass |
| 15 | Unyielding Spirit |
| 20 | Exalted Champion |
You gain oath spells at the Paladin levels listed in the Oath of the Crown Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Compelled Duel |
| 5th | Warding Bond, Zone of Truth |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Banishment, Guardian of Faith |
| 17th | Circle of Power, Geas |
As a Bonus Action, you can expend a use of your Channel Divinity to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Charisma saving throw. On a failed save, a creature cannot willingly move more than 10 feet away from you. This effect ends on the creature if you have the Incapacitated condition, if you die, or if the creature is more than 30 feet away from you.
As a Bonus Action, you can expend a use of your Channel Divinity to bolster injured creatures. Each creature of your choice that can hear you within 30 feet of you can expend a number of Hit Dice equal to your Charisma modifier (minimum of 1) to regain Hit Points. They do not benefit from their Constitution modifier when rolling Hit Dice in this way.
Hostile creatures within your Aura of Protection treat the area as Difficult Terrain.
You have Advantage on Saving Throws to avoid or end the charmed, exhaustion, paralyzed or stunned conditions.
Your presence on the field of battle is an inspiration to those dedicated to your cause. As a Bonus Action, you gain the following benefits for 1 hour. Once you use this feature, you cannot 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).
Resistance. You have resistance to Bludgeoning, Piercing, and Slashing damage.
Champion Saves. You have Advantage on any creature that has failed their saving throw against your Champion.
Smite Challenges. When you deal damage with Divine Smite the target must make a Wisdom saving throw against your Champion.
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins 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.
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
| Level | Features |
|---|---|
| 3 | Oath Spells, Watcher's Will, Abjure the Extraplanar |
| 7 | Aura of the Sentinel |
| 15 | Vigilant Rebuke |
| 20 | Mortal Bulwark |
You gain oath spells at the Paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Alarm, Detect Magic |
| 5th | Pass without Trace, See Invisibility |
| 9th | Counterspell, Nondetection |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Scrying |
As a Magic action, you can expend a use of your Channel Divinity to invest your presence with the warding power of your faith. 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 creature have Advantage on Intelligence, Wisdom, and Charisma saving throws.
As a Magic action, you can expend a use of your Channel Divinity to castigate unworldly beings. 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 suffers from the following effects for 1 minute or until it takes damage.
Compelled Movement. The creature must spend its turns trying to move as far away from you as it can, and it cannot willingly end its move to a space within 30 feet of you.
Limited Actions. The only actions the craeture can take are either the Dash action or one that attempts to escape from an effect that prevents it from moving away. If it cannot do either, it must take the Dodge action.
You emit an aura of alertness. When you and any creatures of your choice within your Aura of Protection roll initiative, you all gain a bonus to initiative equal to your Proficiency Bonus.
You have 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, Wisdom, or Charisma saving throw, you can take a Reaction to deal Force damage to the creature equal to your Paladin level plus your Charisma modifier (minimum of 1).
If this creature is under the effect of your Watcher's Will and succeeds the saving throw that triggered this Reaction, you can choose to deal additional damage to them as if using your Divine Smite feature. This damage is Force damage instead of Radiant.
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 hour. Once you use this feature, you cannot 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).
Truesight. You gain truesight with a range of 120 feet.
Attack Advantage. You have Advantage on attack rolls against Aberrations, Celestials, Elementals, Fey, and Fiends.
Banishing Attacks. 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 cannot be banished by this feature for 24 hours.
Punish Evildoers at Any Cost
The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countrysideâ€"at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.
These paladins share the following tenets:
| Level | Features |
|---|---|
| 3 | Oath Spells, Vow of Enmity |
| 7 | Relentless Aura |
| 15 | Soul of Vengeance |
| 20 | Avenging Angel |
You gain oath spells at the Paladin levels listed in the Oath of Vengeance Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Hunter's Mark |
| 5th | Hold Person, Misty Step |
| 9th | Haste, Protection from Energy |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Scrying |
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use the feature again.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature wtihin 30 feet of yourself (no action required).
Foundry Note
This feature includes an Active Effect for tracking the creature you have vowed against it but does not automate the Advantage.
Your supernatural focus helps you close off a foe's retreat. When you or any creature of your choice within your Aura of Protection deals damage dealt to another creature, you can take a Reaction to reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.
Foundry Note
This feature includes an Active Effect which will reduce the enemy's Speed to 0.
Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a weapon attack or Unarmed Strike against that creature if it is within range.
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.
Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.
Enhanced Criticals. Your melee weapon attacks have their Critical Hit threshold expanded by one.
Foundry Note
The Avenging Angel activity will consume a use of this feature and includes an Active Effect that grants you the Fly Speed and hover ability.
The Frightful Aura activity includes the saving throw and an Active Effect that applies the Frightened condition.
The Restore Use activity consumes a 5th level spell slot and restores a use of this feature.
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.
A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.
A paladin who has broken a vow typically must seek absolution. The player decides if the oath has been violated and the form this absolution will take. Alternatively, at the DM's discretion, if the paladin willfully abandons their oath, they may take on another or perhaps take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.
| Level | Features |
|---|---|
| 3 | Oathbreaker Spells, Control Unholy, Dreadful Aspect |
| 7 | Aura of Hate |
| 15 | Impending Demise |
| 20 | Dread Lord |
An Oathbreaker Paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the Paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Hellish Rebuke, Inflict Wounds |
| 5th | Crown of Madness, Darkness |
| 9th | Animate Dead, Bestow Curse |
| 13th | Blight, Confusion |
| 17th | Contagion, Dominate Person |
As a Magic action, you can expend a use of your Channel Divinity and target one Fiend or Undead creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey the Paladin's commands for the next 24 hours, or until the Paladin uses this feature option again. A Fiend or Undead whose Challenge Rating is equal to or greater than the Paladin's level is immune to this effect.
As a Magic action, the Paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the Paladin's choice within 30 feet of the Paladin must make a Wisdom saving throw if it can see the Paladin. On a failed save, the target is Frightened of the Paladin for 1 minute. If a creature Frightened by this effect ends its turn more than 30 feet away from the Paladin, it can attempt another Wisdom saving throw to end the effect on it.
You as well as any Fiends and Undead within your Aura of Protection gain a bonus to your 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.
Enemies within your Aura of Protection that are the target of a spell or other magical effect receive a penalty to their Saving Throws equal to your Charisma modifier (minimum of 1).
You surround yourself with an aura of gloom. As a Bonus Action, you can undergo a transformation. For 1 hour, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Dark Aura. Any Bright Light in a 30-foot radius around you is reduced to Dim Light.
Resistance. You have resistance to Bludgeoning, Piercing, and Slashing damage.
Defensive Shroud. Creatures that rely on sight have Disadvantage on attack rolls against creatures in the 30-foot radius around you.
Shadow Attackers. As a Bonus Action on your turn, you can cause the shadows in the 30-foot radius around you to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes Psychic damage equal to 3d10 plus your Charisma modifier.