Paladin

Paladin
Official Class – Player's Handbook

Clad in plate armour that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realise he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. 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. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armour. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Creating a Paladin
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armour venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? The Gods Through the Ages page lists many deities worshiped by paladins throughout the world, such as Sheera, Koman, and Binnacle.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event – the destruction of your home, perhaps – drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colours the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behaviour that you have not yet attained.

Quick Build
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.

Hit Points

 * Hit Dice:  1d10 per paladin level
 * Hit Points at 1st Level:  10 + your Constitution modifier
 * Hit Points at Higher Levels:  1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

 * Armour:  All armour, shields
 * Weapons:  Simple weapons, martial weapons
 * Tools:  None
 * Saving Throws:  Wisdom, Charisma
 * Skills:  Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 * (a) a martial weapon and a shield or (b) two martial weapons
 * (a) five javelins or (b) any simple melee weapon
 * (a) a priest’s pack or (b) an explorer’s pack
 * Chain mail and a holy symbol

Divine Sense
The 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As 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.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style
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.
 * Close Quarters Shooter (Unearthed Arcana). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
 * Defence. While you are wearing armour, you gain a +1 bonus to AC.
 * Duelling. 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.
 * Great Weapon Fighting. 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.
 * Mariner (Unearthed Arcana). As long as you not wearing heavy armour or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armour class.
 * Protection. 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.
 * Tunnel Fighter (Unearthed Arcana). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

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

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite
Starting 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.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath
When 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. Now you choose one of the following oaths. 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.
 * Oath of the Ancients
 * Oath of Conquest (Xanathar's Guide to Everything)
 * Oath of the Crown (Sword Coast Adventurer's Guide)
 * Oath of Devotion
 * Oath of Hammers (Homebrew Subclass – Stories for Eeve)
 * Oath of Heroism (Unearthed Arcana)
 * Oath of Redemption (Xanathar's Guide to Everything)
 * Oath of Treachery (Unearthed Arcana)
 * Oath of Vengeance
 * Oathbreaker (Dungeon Master's Guide)

Oath Spells
Each 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.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When 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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite
By 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.

Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of the Ancients
The 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 honour, courage, and justice. They adorn their armour and clothing with images of growing things – leaves, antlers, or flowers – to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients
The 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.

Kindle the Light.  Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light.  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.

Preserve Your Own Light.  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.

Be the Light.  Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature's Wrath.  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.

Turn the Faithless.  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.

A 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.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding
Beginning 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.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel
Starting 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.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion
At 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.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest.
 * At the start of each of your turns, you regain 10 hit points.
 * Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
 * Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Oath of Conquest
Xanathar's Guide to Everything

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t 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 Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armour 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.

Tenets of Conquest
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 favoured. 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.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence.  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.

Guided Strike.  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.

Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: Once you use this feature, you can’t use it again until you finish a long rest.
 * You have resistance to all damage.
 * When you take the Attack action on your turn, you can make one additional attack as part of that action.
 * Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Oath of the Crown
Sword Coast Adventurer's Guide

The Oath of the Crown is sworn to the ideals of civilisation, 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 civilisation 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.

Tenets of the Crown
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasise the following tenets.

Law.  The law is paramount. It is the mortar that holds the stones of civilisation 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.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge.  As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide.  As a bonus action, you can bolster injured creatures with your Channel 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.

Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Saint
Starting at 15th level, you have advantage on saving throws to avoid becoming paralysed or stunned.

Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
 * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
 * Your allies have advantage on death saving throws while within 30 feet of you.
 * You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

Oath of Devotion
The 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 armour, acting with honour 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 – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty.  Don't lie or cheat. Let your word be your promise.

Courage.  Never fear to act, though caution is wise.

Compassion.  Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honour.  Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty.  Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

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.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy.  As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel 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.

A 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.

Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Hammers
Homebrew Subclass – Stories for Eeve

A metal man stands upon a metal pipe, is he lost or is he searching. A paladin who takes an Oath of Hammers has vowed their service to the broken gods and the church. They often have bathed in the lantern of Canwyll Theatre receiving visions and teaching from the Guardian Wraiths.

Tenets of Hammers
Undying Faith.  Your faith must be strong enough to persist even after death. Protect the Theatres in any way you can.

Trust.  Have faith in your comrades. Become trusted by them.

Suspicion.  Don't fall for nativity. Enemies can lie in wait behind every corner.

Persistence.  Never give up. See things to the end. Do not start what you don't intend to finish. There is no such thing as excessive.

Radiance.  Bring light and life to all who you meet. Do not fear the dark only seek to illuminate it.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Siphon. You can as a bonus action sap the strength of others for yourself. For 1 minute, you gain a +1 to attack and damage rolls and gain a number of temporary hit points equal to half of the damage you deal rounded up which remains until it is reduced to 0 or you take a short or long rest.

Reaching Smite. As a bonus action, you can change the weapon type your Divine Smite affects from melee to ranged for 1 hour. Additionally you ignore half and 3 quarters cover.

In Spirit
When you reach 7th level you no longer need to be present for your auras to take effect. As a bonus action ,you can move your auras to any point you can see within 150 feet of you.

Ethereal Senses
Starting at 15th level, you can sense when enemies nearby and are forewarned. When a creature targets you with an attack for the first time on a round, they suffer disadvantage on the attack roll. Additionally you gain a blindsight of 10 feet and can not be surprised.

Wrathful Form
At 20th level your faith burns itself into you and you temporarily embody the spirit of the guardian wraiths. For 1 minute as a bonus action you can gain the following benefits:
 * Your movement speed becomes 0 and you can instantly teleport to any point you see within 60 feet of you instead.
 * Three times per transformation, you can slip into the ethereal plane as a reaction.
 * Your attacks are infused with a holy radiance. Any spell slot you use on a Divine Smite is counted as a minimum of 3rd level.
 * As a reaction, when you make a ranged attack against a creature and miss, you can cause your ammunition to burn intensely and force the creature and others within 15 feet of your target to make a Dexterity saving throw or take 5d6 radiant damage, half as much on a success. This feature can be used a number of times equal to your Charisma Modifier.

Oath of Heroism
Unearthed Arcana

The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls.

Tenets of Heroism
The tenets of the Oath of Heroism reflect a paladin’s commitment to fulfilling their calling as a hero worthy of legend.

Actions over Words. Strive to be known by deeds not words.

Challenges Are but Tests. Every hardship serves to challenge your abilities and harden your resolve.

Embrace Destiny. You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.

Hone the Body. Like raw stone, your body must be worked so its potential can be realised.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favour. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Mighty Deed
At 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralise your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice: Once you use this feature, you can’t use it again until the start of your next turn.
 * The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
 * The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Glorious Defence
At 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. 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.

Living Myth
At 20th level, you can now empower yourself with the legends –whether true or exaggerated – told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes: Once you use this feature, you can’t use it again until you finish a long rest.
 * You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
 * Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
 * If you fail a saving throw, you can use your reaction to succeed instead.

Oath of Redemption
Xanathar's Guide to Everything

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 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.

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, 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.

Tenets of 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 it to survive and then flourish.

Wisdom.  Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace.  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.

Rebuke the Violent.  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.

Aura of the Guardian
Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit
Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption
At 20th level, you become an avatar of peace, which gives you the following benefits. If 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.
 * You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
 * Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

Oath of Treachery
Unearthed Arcana

The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.

Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.

Tenets of Treachery
A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conjure Duplicate.  As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Poison Strike.  You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery
Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

Cull the Herd.  You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike.  If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.

Blackguard's Escape
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: Once you use this feature, you can’t use it again until you finish a long rest.
 * You are invisible.
 * If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
 * If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

Oath of Vengeance
The 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 – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.

Tenets of Vengeance
The 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.

Fight the Greater Evil.  Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked.  Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary.  My qualms can't get in the way of exterminating my foes.

Restitution.  If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy.  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.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity.  As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest.
 * Wings sprout from your back and grant you a flying speed of 60 feet.
 * You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Oathbreaker
Dungeon Master's Guide

An 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.

Oath Spells
You gain oath spells at the paladin levels listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Control Undead.  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.

Dreadful Aspect.  As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate
Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord
At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.