You are on page 1of 18

Unchained Paladin

Paladin

C
lad in plate armor that gleams in the sunlight Beyond the Mundane Life
despite the dust and grime of long travel, a
human lays down her sword and shield and Almost by definition, the life of a paladin is an adventuring
places her hands on a mortally wounded man. life. Unless a lasting injury has taken him or her away from
Divine radiance shines from her hands, the adventuring for a time, every paladin lives on the front lines
man's wounds knit closed, and his eyes open of the cosmic struggle against evil. Fighters are rare
wide with amazement. enough among the ranks of the militias and armies of the
A dwarf crouches behind an outcrop, his black cloak world, but even fewer people can claim the true calling of a
making him nearly invisible in the night, and watches an paladin. When they do receive the call, these warriors turn
orc war band celebrating its recent victory. Silently, he from their former occupations and take up arms to fight
stalks into their midst and whispers an oath, and two orcs evil. Sometimes their oaths lead them into the service of
are dead before they even realize he is there. the crown as leaders of elite groups of knights, but even
Silver hair shining in a shaft of light that seems to then their loyalty is first to the cause of righteousness, not
illuminate only him, an elf laughs with exultation. His spear to crown and country.
flashes like his eyes as he jabs again and again at a twisted Adventuring paladins take their work seriously. A delve
giant, until at last his light overcomes its hideous darkness. into an ancient ruin or dusty crypt can be a quest driven by
Whatever their origin and their mission, paladins are a higher purpose than the acquisition of treasure. Evil lurks
united by their oaths to stand against the forces of evil. in dungeons and primeval forests, and even the smallest
Whether sworn before a god's altar and the witness of a victory against it can tilt the cosmic balance away from
priest, in a sacred glade before nature spirits and fey oblivion.
beings, or in a moment of desperation and grief with the
dead as the only witness, a paladin's oath is a powerful Creating a Paladin
bond. It is a source of power that turns a devout warrior The most important aspect of a paladin character is the
into a blessed champion. nature of his or her holy quest. Although the class features
The Cause of Righteousness related to your oath don't appear until you reach 3rd level,
plan ahead for that choice by reading the oath descriptions
A paladin swears to uphold justice and righteousness, to at the end of the class. Are you a devoted servant of good,
stand with the good things of the world against the loyal to the gods of justice and honor, a holy knight in
encroaching darkness, and to hunt the forces of evil shining armor venturing forth to smite evil? Are you a
wherever they lurk. Different paladins focus on various glorious champion of the light, cherishing everything
aspects of the cause of righteousness, but all are bound by beautiful that stands against the shadow, a knight whose
the oaths that grant them power to do their sacred work. oath descends from traditions older than many of the gods?
Although many paladins are devoted to gods of good, a Or are you an embittered loner sworn to take vengeance on
paladin's power comes as much from a commitment to those who have done great evil, sent as an angel of death by
justice itself as it does from a god. the gods or driven by your need for revenge? Appendix B
Paladins train for years to learn the skills of combat, lists many deities worshiped by paladins throughout the
mastering a variety of weapons and armor. Even so, their multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-
martial skills are secondary to the magical power they Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-
wield: power to heal the sick and injured, to smite the Horakhty, and Heimdall.
wicked and the undead, and to protect the innocent and How did you experience your call to serve as a paladin?
those who join them in the fight for justice. 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
colors 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 behavior not yet attained.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Paladin
Proficiency
— Spell Slots per Spell Level —
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Sacred Touch — — — — —
2nd +2 Spellcasting, Divine Font, Fighting Style 2 — — — —
3rd +2 Divine Health, Sacred Oath 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack, Cleansing Touch 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 Cleansing Touch improvement 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Divine Strikes 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 Cleansing Touch improvement 4 3 3 1 —
14th +5 Aura of Conviction 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 Cleansing Touch improvement 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

Quick Build Starting Equipment


You can make a paladin quickly by following these You start with the following items, plus anything provided
suggestions. First, Strength should be your highest ability by your background.
score, or Dexterity if you plan on using finesse weapons.
Your next-highest score should be Charisma. Second, (a) a martial weapon and a shield or (b) two martial
choose the noble background. weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Class Features Chain mail and a holy symbol
As a paladin, you gain the following class features. Alternatively, you may start with 5d4 × 10 gp to buy your
Hit Points own equipment.
Hit Dice: 1d10
Divine Sense
Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your The presence of strong evil registers on your senses like a
Constitution modifier per Paladin level after 1st noxious odor, and powerful good rings like heavenly music
in your ears. As an action, you can open your awareness to
Proficiencies detect such forces. Until the end of your next turn, you
Armor: light armor, medium armor, heavy armor, shields
know the location of any celestial, fiend, or undead within
Weapons: simple weapons, martial weapons
60 feet of you that is not behind total cover. You know the
Tools: none type (celestial, fiend, or undead) of any being whose
presence you sense, but not its identity (the vampire Count
Saving Throws: Wisdom, Charisma
Strahd von Zarovich, for instance). Within the same radius,
Skills: Choose two from Athletics, Insight, Intimidation, you also detect the presence of any place or object that has
Medicine, Persuasion, and Religion. been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 +
your Charisma modifier (a minimum of twice), and you
regain all expended uses when you finish a long rest.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sacred Touch Spellcasting Ability
Drawing strength from your divine power, you can heal or Charisma is your spellcasting ability for your paladin spells,
harm those you come in contact with. This power of yours since their power derives from the force of your
is represented by a pool of d8s, and the number of dice in convictions. You use your Charisma whenever a spell refers
your pool equals 1 + half your paladin level (rounded up). to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
You can spend the dice in your pool to use the Lay on paladin spell you cast and when making an attack roll with
Hands and Divine Smite abilities listed below. The one.
maximum number of dice you can spend at once on either
ability equals your proficiency bonus. Your pool regains all
expended dice when you finish a long rest. Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Lay on Hands
As an action, you can touch a creature (which can be Spell attack modifier = your proficiency bonus + your
yourself) and spend dice from the pool in order to heal its Charisma modifier
injuries. Roll the dice you spend, add them together, and
restore a number of hit points to the creature equal to the Spellcasting Focus
total + your Charisma modifier (minimum of 1 hit point). You can use a holy symbol as a spellcasting focus for your
This ability has no effect on undead and constructs. paladin spells.
Alternatively, when you spend dice from your pool to use
this ability, you can forgo rolling one of those dice to Divine Font
instead cure the target of one disease or neutralize one Beginning at 2nd level, you can fuel your divine abilities
poison affecting it. You can cure multiple diseases and with the magic of your spells. When you use Lay on Hands
neutralize multiple poisons at once in this way, forgoing the or Divine Smite, you can expend a spell slot to restore
roll of one spent die separately for each one. expended dice to the pool of your Sacred Touch feature. If
Divine Smite you do so, the number of dice restored equals 1 + the level
When you hit a creature with a melee weapon attack or of the expended spell slot.
unarmed strike, you can spend dice from the pool to Fighting Style
further wound the target. Roll the dice you spend as extra
radiant damage to the target, in addition to the weapon's At 2nd level, you adopt a particular style of fighting as your
damage. If the target is a fiend or an undead, it takes an specialty. Choose one of the following options. You can't
additional 1d8 damage. take the same Fighting Style option more than once, even if
you get to choose again.
Spellcasting
Blessed Warrior
By 2nd level, you have learned to draw on divine magic You learn two cantrips of your choice from the cleric spell
through meditation and prayer to cast spells as a cleric list. They count as paladin spells for you, and Charisma is
does. See chapter 10 of the PHB for the general rules of your spellcasting ability for them. Whenever you gain a
spellcasting, and "Paladin Spells" at the end of the class level in this class, you can replace one of these cantrips
description for the paladin spell list. with another cantrip from the cleric spell list.
Preparing and Casting Spells Blind Fighting
The Paladin table shows how many spell slots you have to You have blindsight with a range of 10 feet. Within that
cast your paladin spells. To cast one of your paladin spells range, you can effectively see anything that isn't behind
of 1st level or higher, you must expend a slot of the spell's total cover, even if you're blinded or in darkness. Moreover,
level or higher. You regain all expended spell slots when you can see an invisible creature within that range, unless
you finish a long rest. the creature successfully hides from you.
You prepare the list of paladin spells that are available for
you to cast, choosing from the paladin spell list. When you Defense
do so, choose a number of paladin spells equal to your While you are wearing armor, you gain a +1 bonus to AC.
Charisma modifier + half your paladin level, rounded down
(minimum of one spell). The spells must be of a level for Dueling
which you have spell slots. When you are wielding a melee weapon in one hand and no
For example, if you are a 5th-level paladin, you have four other weapons, you gain a +2 bonus to damage rolls with
1st-level and two 2nd-level spell slots. With a Charisma of that weapon.
14, your list of prepared spells can include four spells of 1st
or 2nd-level, in any combination. If you prepare the 1st-level Great Weapon Fighting
spell cure wounds, you can cast it using a 1st-level or a 2nd- When you roll a 1 or 2 on a damage die for an attack you
level slot. Casting the spell doesn't remove it from your list make with a melee weapon that you are wielding with two
of prepared spells. hands, you can reroll the die and must use the new roll,
You can change your list of prepared spells when you even if the new roll is a 1 or a 2. The weapon must have the
finish a long rest. Preparing a new list of paladin spells two-handed or versatile property for you to gain this
requires time spent in prayer and meditation: at least 1 benefit.
minute per spell level for each spell on your list.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Interception  
When a creature you can see hits a target, other than you, The number of times you can use this effect is based on
within 5 feet of you with an attack, you can use your the level you've reached in this class: 3rd level, once; 7th
reaction to reduce the damage the target takes by 1d10 + level, twice; and 15th level, thrice. You regain all expended
your proficiency bonus (to a minimum of 0 damage). You uses when you finish a long rest.
must be wielding a shield or a simple or martial weapon to Ability Score Improvement
use this reaction.
When you reach 4th level, and again at 8th, 12th, 16th, and
Protection 19th level, you can increase one ability score of your choice
When a creature you can see attacks a target other than by 2, or you can increase two ability scores of your choice
you that is within 5 feet of you, you can use your reaction to by 1. As normal, you can't increase an ability score above 20
impose disadvantage on the attack roll. You must be using this feature.
wielding a shield. If your DM allows the use of feats, you may instead take
a feat.
Unarmed Fighting Additionally, when you reach a level in this class that
Your unarmed strikes can deal bludgeoning damage equal grants you this feature, you can replace one Fighting Style
to 1d6 + your Strength modifier on a hit. If you aren't you know with another Fighting Style available to this
wielding any weapons or a shield when you make the class, as you shift the focus of your martial practice.
attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Extra Attack
bludgeoning damage to one creature grappled by you.
Beginning at 5th level, you can attack twice, instead of
Divine Health once, whenever you take the Attack action on your turn.
By 3rd level, the divine magic flowing through you makes Cleansing Touch
you immune to disease.
Beginning at 5th level, you gain new ways to impart your
Sacred Oath divine power unto a creature. As an action on your turn,
including when you use your Lay on Hands, you can touch
When you reach 3rd level, you swear the oath that binds a willing creature (which can include yourself) and end one
you as a paladin forever. Up to this time you have been in a effect on the creature causing it to be blinded or deafened.
preparatory stage, committed to the path but not yet sworn You can use this feature a number of times equal to your
to it. Now you choose from the list of available oaths. Charisma modifier (a minimum of once), and you regain all
Your choice grants you features at 3rd level and again at expended uses when you finish a long rest.
7th, 15th, and 20th level. Those features include oath spells When you reach certain levels in this class, you gain
and the Channel Divinity feature. additional ways to use this feature. Starting at 9th level, you
can instead end an effect on the target causing it to be
Oath Spells paralyzed or stunned; at 13th level, you can end one spell
Each oath has a list of associated spells. You gain access to on the target; and at 17th level, you can reduce the target's
these spells at the levels specified in the oath description. exhaustion level by one.
Once you gain access to an oath spell, you always have it
prepared. Oath spells don't count against the number of Aura of Protection
spells you can prepare each day.
If you gain an oath spell that doesn't appear on the Starting at 6th level, whenever you or a friendly creature
paladin spell list, the spell is nonetheless a paladin spell for within 10 feet of you must make a saving throw, the
you. creature gains a bonus to the saving throw equal to your
Charisma modifier (with a minimum bonus of +1). You
Channel Divinity must be conscious to grant this bonus.
Your oath allows you to channel divine energy to fuel At 18th level, the range of this aura increases to 30 feet.
magical effects. Each Channel Divinity option provided by
your oath explains how to use it. Regardless of their oath, Aura of Courage
all paladins also have access to the Divine Blessing effect Starting at 10th level, you and friendly creatures within 10
listed below. feet of you can't be frightened while you are conscious. If a
When you use your Channel Divinity, you choose which friendly creature is frightened when it enters your aura, the
option to use. You must then finish a short or long rest to effect is suspended while it remains within the aura.
use your Channel Divinity again. At 18th level, the range of this aura increases to 30 feet.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals Divine Strikes
your paladin spell save DC.
By 11th level, you are so suffused with righteous might that
Channel Divinity: Divine Blessing all your melee weapon strikes carry divine power with
You can expend a use of your Channel Divinity to fuel your them. Whenever you hit a creature with a melee weapon
spells. As a bonus action, you touch your holy symbol, utter attack or an unarmed strike, the creature takes an extra
a prayer, and regain one expended spell slot, the level of 1d8 radiant damage.
which can be no higher than half your proficiency bonus
(rounded up).

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aura of Conviction Tenets of the Ancients
Starting at 14th level, you and friendly creatures within 10 The tenets of the Oath of the Ancients have been preserved
feet of you can't be charmed while you are conscious. If a for uncounted centuries. This oath emphasizes the
friendly creature is charmed when it enters your aura, the principles of good above any concerns of law or chaos. Its
effect is suspended while it remains within the aura. four central principles are simple.
At 18th level, the range of this aura increases to 30 feet. Kindle the Light. Through your acts of mercy, kindness,
and forgiveness, you kindle the light of hope in the world,
beating back despair.
Sacred Oaths Shelter the Light. Where there is good, beauty, love, and
Becoming a paladin involves undertaking vows and trials laughter in the world, you stand against the wickedness
which commit the paladin to the cause of righteousness, an that would swallow it. Where life flourishes, you stand
active path of fighting against the wicked. The final oath against the forces that would render it barren.
they swear, taken when they reach 3rd level, is the Preserve Your Own Light. Delight in song and laughter,
culmination of the paladin's spiritual training. Some in beauty and art. If you allow the light to die in your own
characters with this class don't consider themselves fully- heart, you can't preserve it in the world.
fledged paladins until they have reached this milestone and Be the Light. Be a glorious beacon for all who live in
confirmed their oath. For others, the actual swearing of the despair. Let the light of your joy and courage shine forth in
oath is a formality, an official stamp on what has always all your deeds.
been held true in the paladin's heart. Oath Spells
Your choice of oath reflects the code to which you hold You gain oath spells at the paladin levels listed in the Oath
your morals, actions, and motivations, and it serves as a of the Ancients Spells table.
cornerstone of your life as a sworn member of the paladin
class. The options available for you to choose from are Oath of the Ancients Spells
listed below. Paladin

The Oath of the Ancients, knights of fey inclination Level Spells


who fight to protect the life-giving things of the world. 3rd ensnaring strike, speak with animals
The Oath of Conquest, which espouses the total and
utter subjugation of one's enemies to achieve order. 5th moonbeam, misty step
The Oath of the Crown, a dedication to uphold the 9th plant growth, summon feyTCE
laws of civilization and guard against chaotic barbarism.
The Oath of Darkness, sworn by ambitious and evil 13th guardian of natureXGE, stoneskin
hearts who seek to marshal the powers of darkness. 17th commune with nature, tree stride
The Oath of Devotion, a holy path whose initiates hold
themselves to the highest standards of truth and justice.
The Oath of Glory, a call to ceaseless personal training
and improvement to fulfil one's glorious destiny.
The Oath of Redemption, a path of benevolence and
pacifism which uses violence only as a last resort.
The Oath of the Tides, which uses the power of the sea
to safeguard against threats.
The Oath of Vengeance, which seeks to set right the
wrongs of the world and punish the sinful for their
crimes.
The Oath of the Watchers, whose disciples maintain
unceasing vigilance against extraplanar predators.
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 honor, courage, and justice.
Many paladins who follow the ancients' path are fierce
guardians of nature, savagely repelling evil incursions that
take root in the wilderness, while others stand for more
civilized means of truth and beauty. They adorn their armor
and clothing with images of growing things — leaves,
antlers, or flowers — to reflect their commitment to
preserving life and light in the world.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Channel Divinity: Nature's Wrath Oath of Conquest
You can use your Channel Divinity to invoke primeval The Oath of Conquest calls to paladins who seek glory in
forces to ensnare a foe. As an action, you can cause battle and the subjugation of their enemies. It isn't enough
spectral vines to spring up and reach for a creature within for these paladins to establish order. They must crush the
10 feet of you that you can see. The creature must succeed forces of chaos. Sometimes called knight tyrants or iron
on a Strength saving throw or be restrained for 1 minute. A mongers, those who swear this oath gather into grim
creature restrained by the vines can use its action to make orders that serve gods or philosophies of war and well-
a Strength check against your spell save DC, freeing itself ordered might.
on a success.
Some of these paladins go so far as to consort with the
Channel Divinity: Turn the Faithless powers of the Nine Hells, valuing the rule of law over the
You can use your Channel Divinity to utter ancient words balm of mercy. The archdevil Bel, warlord of Avernus,
that are painful for fey and fiends to hear. As an action, you counts many of these paladins — called hell knights — as
present your holy symbol, and each fey or fiend within 30 his most ardent supporters. Hell knights cover their armor
feet of you that can hear you must make a Wisdom saving with trophies taken from fallen enemies, a grim warning to
throw. On a failed save, the creature is turned for 1 minute any who dare oppose them and the decrees of their lords.
or until it takes damage. These knights are often most fiercely resisted by other
A turned creature must spend its turns trying to move as paladins of this oath, who believe that the hell knights have
far away from you as it can, and it can't willingly move to a wandered too far into darkness.
space within 30 feet of you. It also can't take reactions. For Tenets of Conquest
its action, it can use only the Dash action or try to escape A paladin who takes this oath has the tenets of conquest
from an effect that prevents it from moving. If there's seared in their mind. Some choose to brand themselves
nowhere to move, the creature can use the Dodge action. with these tenets on the upper arm, as a physical display of
If the creature's true form is concealed by an illusion, their conviction.
shapeshifting, or other effect, that form is revealed while it Douse the Flame of Hope. It is not enough to merely
is turned. defeat an enemy in battle. Your victory must be so
Aura of Warding overwhelming that your enemies' will to fight is shattered
Beginning at 7th level, ancient magic lies so heavily upon forever. A blade can end a life. Fear can end an empire.
you that it forms an eldritch ward. You and friendly Rule with an Iron Fist. Once you have conquered,
creatures within 10 feet of you have resistance to damage tolerate no dissent. Your word is law. Those who obey it
from spells. shall be favored. Those who defy it shall be punished as an
At 18th level, the range of this aura increases to 30 feet. example to all who might follow.
Strength Above All. You shall rule until a stronger one
Undying Sentinel arises. Then you must grow mightier and meet the
Starting at 15th level, when you are reduced to 0 hit points challenge, or fall to your own ruin.
and are not killed outright, you can choose to drop to 1 hit Oath Spells
point instead. Once you use this ability, you can't use it You gain oath spells at the paladin levels listed in the Oath
again until you finish a long rest. of Conquest Spells table.
Additionally, you suffer none of the drawbacks of old age,
and you can't be aged magically. Oath of Conquest Spells
Elder Champion Paladin

At 20th level, you can assume the form of an ancient force Level Spells
of nature, taking on an appearance you choose. For 3rd armor of Agathys, command
example, your skin might turn green or take on a bark-like 5th hold person, spiritual weapon
texture, your hair might become leafy or moss-like, or you
might sprout antlers or a lion-like mane. 9th bestow curse, fear
Using your action, you undergo a transformation. For 1 13th dominate beast, stoneskin
minute, you gain the following benefits:
17th cloudkill, dominate person
At the start of each of your turns, you regain 10 hit
points. Channel Divinity: Conquering
Whenever you cast a paladin spell that has a casting
time of 1 action, you can cast it using your bonus action Presence
instead. You can use your Channel Divinity to exude a terrifying
Enemy creatures within 10 feet of you have presence. As an action, you force each creature of your
disadvantage on saving throws against your paladin choice that you can see within 30 feet of you to make a
spells and Channel Divinity options. Wisdom saving throw. On a failed save, a creature becomes
frightened of you for 1 minute. The frightened creature can
Once you use this feature, you can't use it again until you repeat this saving throw at the end of each of its turns,
finish a long rest. ending the effect on itself on a success.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
   

Channel Divinity: 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 Oath of the Crown
roll. You make this choice after you see the roll, but before
the DM says whether the attack hits or misses. 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
Aura of Conquest a deity of law and rulership. The paladins who swear this
Starting at 7th level, you constantly emanate a menacing oath dedicate themselves to serving society and, in
aura while you're not incapacitated. The aura extends 10 particular, the laws that hold society together. These
feet from you in every direction, but not through total cover. paladins are the watchful guardians on the walls, standing
If a creature is frightened of you, its speed is reduced to against the chaotic tides of barbarism that threaten to tear
0 while in the aura, and that creature takes psychic damage down all that civilization has built, and are commonly
equal to half your paladin level if it starts its turn there. known as guardians, exemplars, or sentinels. Often,
At 18th level, the range of this aura increases to 30 feet. paladins who swear this oath are members of an order of
knighthood in service to a nation or sovereign, and undergo
Scornful Rebuke their oath as part of their admission to the order's ranks.
Starting at 15th level, those who dare to strike you are Tenets of the Crown
psychically punished for their audacity. Whenever a
creature hits you with an attack, that creature takes psychic The tenets of the Oath of the Crown are often set by the
damage equal to your Charisma modifier (minimum of 1) if sovereign to which their oath is sworn, but generally
you're not incapacitated. emphasize the following tenets.
Uphold the Law. The law is paramount. It is the mortar
Invincible Conqueror that holds the stones of civilization together, and it must be
At 20th level, you gain the ability to harness extraordinary respected.
martial prowess. As an action, you can magically become Treasure Loyalty. Your word is your bond. Without
an avatar of conquest, gaining the following benefits for 1 loyalty, oaths and laws are meaningless.
minute: Inspire Courage. You must be willing to do what needs
to be done for the sake of order, even in the face of
You have resistance to all damage. overwhelming odds. If you don't act, then who will?
When you take the Attack action on your turn, you can Embrace Responsibility. You must deal with the
make one additional attack as part of that action. consequences of your actions, and you are responsible for
Your melee weapon attacks score a critical hit on a roll fulfilling your duties and obligations.
of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you Oath Spells
finish a long rest, unless you expend a 5th-level spell slot to You gain oath spells at the paladin levels listed in the Oath
use it again. of the Crown Spells table.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Oath of the Crown Spells A paladin who breaks his or her sacred oaths, known as
Paladin
an oathbreaker, most commonly does so in order to pursue
Level Spells this dark path, seeking power to satisfy their cruel
3rd command, compelled duel ambitions. Paladins of this oath are almost exclusively evil.
5th warding bond, zone of truth Tenets of Darkness
9th aura of vitality, spirit guardians The tenets of the Oath of Darkness are ubiquitous,
unchanging, and absolute.
13th banishment, guardian of faith Extinguish the Light. The light is my enemy, hindering
17th circle of power, geas my strength and eroding my path. I must allow no light to
shine before me, so that I may triumph.
Channel Divinity: Champion Challenge No Mercy for the Weak. Power is the measure of will
As a bonus action, you issue a challenge that compels other and worth, and power alone is worthy of respect. Those
creatures to do battle with you. Each creature of your who lack the power to stop me will be subjugated or
choice that you can see within 30 feet of you must make a purged.
Wisdom saving throw. On a failed save, a creature can't Take Comfort in Vice. I accept and embrace the
willingly move more than 30 feet away from you. This effect ambitions that drive my dark heart, no matter how much
ends on the creature if you are incapacitated or die or if the the innocent may revile me for my conviction.
creature is more than 30 feet away from you at the end of Oath Spells
your turn. You gain oath spells at the paladin levels listed in the Oath
Channel Divinity: Turn the Tide of Darkness Spells table.
As a bonus action, you can bolster injured creatures with Oath of Darkness Spells
your Channel Divinity. Each creature of your choice that
can hear you within 30 feet of you regains hit points equal Paladin

Level Spells
to 2d6 + half your paladin level, provided the creature has
fewer than half its hit points left. 3rd cause fearXGE, hellish rebuke
5th crown of madness, darkness
Aura of Allegiance
Starting at 7th level, you can shield others from harm at the 9th animate dead, bestow curse
cost of your own health. When a creature within 10 feet of 13th blight, confusion
you takes damage, you can use your reaction to magically
halve the damage against that target. You then take the 17th dominate person, negative energy floodXGE
same amount of damage, which can't be reduced or
prevented in any way. Channel Divinity: Control Undead
Starting at 18th level, the range of this aura increases to As an action, you focus your dark power upon one undead
30 feet. creature you can see within 30 feet of you. The target must
make a Wisdom saving throw. On a failed save, the target
Unyielding Spirit must obey your commands for the next 24 hours, until you
Starting at 15th level, you have advantage on saving throws are incapacitated, or until you use this Channel Divinity
to avoid becoming paralyzed or stunned. option again. An undead is immune to this effect if its
challenge rating is equal to or greater than half your
Exalted Champion paladin level (rounded down).
At 20th level, your presence on the field of battle is an
inspiration to those dedicated to your cause. You can use Channel Divinity: Dreadful Aspect
your action to gain the following benefits for 1 hour: As an action, you channel grim emotions and focus them
You have resistance to bludgeoning, piercing, and into a burst of magical menace. Each creature of your
slashing damage from nonmagical weapons. choice within 30 feet of you must make a Wisdom saving
Your allies have advantage on death saving throws while throw if it can see or hear you. On a failed save, a target is
within 30 feet of you. frightened of you for 1 minute. If a creature frightened of
You have advantage on Wisdom saving throws, as do you in this way ends its turn more than 30 feet away from
your allies within 30 feet of you. you, it can repeat the Wisdom saving throw, ending the
effect on itself on a success.
This effect ends early if you are incapacitated or die.
Once you use this feature, you can't use it again until you Profane Touch
finish a long rest, unless you expend a 5th-level spell slot to At 3rd level, the power of darkness fundamentally alters the
use it again. nature of your Sacred Touch in the following ways:
Oath of Darkness Your Lay on Hands ability can affect undead.
When you deal extra damage with your Divine Smite, it
The Oath of Darkness is an evil path that professes the deals necrotic damage instead of radiant damage.
eternal allure of vice and corruption, the limitless drive of You deal the additional damage of your Divine Smite to
selfish ambition, and a commitment to spread death and celestials and fey, instead of fiends and undead.
destruction wherever one treads. Whatever light may burn
in other paladins' hearts, only darkness burns within those Additionally, when you reach 11th level in this class, the
who take up the Oath of Darkness. extra damage of your Divine Strikes feature also changes to
necrotic damage.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aura of Hate Tenets of Devotion
Starting at 7th level, you, and any fiends and undead of your Though the exact words and strictures of the Oath of
choice within 10 feet of you, gain a bonus to melee weapon Devotion vary, paladins of this oath share these tenets.
damage rolls equal to your Charisma modifier (minimum of Show the Virtue of Honesty. Don't lie or cheat. Let your
+1). A creature can benefit from this feature from only one word be your promise. Never feat to act on truth, but
paladin at a time. temper it with wisdom.
At 18th level, the range of this aura increases to 30 feet. Instill Compassion. Aid others, protect the weak, and
reject those who threaten them. Do what is good while
Supernatural Resistance causing the least amount of harm. Show mercy to your
At 15th level, you gain resistance to bludgeoning, piercing, foes, but punish those who spurn it.
and slashing damage from nonmagical weapons. Honor your Duties. Be fair unto others and let your
deeds be your example to them. Show responsibility for
Dread Lord your actions and their consequences, and obey the words
At 20th level, you can, as an action, surround yourself with of a just authority.
an aura of gloom and shadow which extends from you in a
30-foot radius and lasts for 1 minute. The aura magically Oath Spells
reduces dim light within its area into darkness, and bright You gain oath spells at the paladin levels listed in the Oath
light in the same area to dim light. While the aura lasts, you of Devotion Spells table.
gain the following benefits:
Oath of Devotion Spells
You can see normally in the dim light and darkness Paladin

created by the aura. Level Spells


Whenever an enemy that is frightened of you starts its
turn in the aura, it takes 20 psychic damage. 3rd protection from evil and good, sanctuary
As a bonus action, you can cause shadows to lash out at 5th lesser restoration, zone of truth
a creature you can see within the aura. Make a melee
spell attack against the target. On a hit, the target takes 9th beacon of hope, dispel magic
necrotic damage equal to 3d8 + your Charisma modifier. 13th freedom of movement, guardian of faith
Once you create this aura, you can't do so again until you 17th commune, flame strike
finish a long rest.
Channel Divinity: Sacred Weapon
Oath of Devotion As a bonus action, you can use your Channel Divinity to
The Oath of Devotion binds a paladin to the loftiest ideals imbue one weapon that you are holding with positive
of justice, virtue, and order. Sometimes called cavaliers, energy. For 1 minute, you add your Charisma modifier to
white knights, or holy warriors, these paladins meet the attack rolls made with that weapon (a minimum bonus of
ideal of the knight in shining armor, acting with honor in +1). The weapon also emits bright light in a 20-foot radius
pursuit of justice and the greater good. They hold and dim light 20 feet beyond that. If the weapon is not
themselves to the highest standards of conduct, and some, already magical, it becomes magical for the duration.
for better or worse, hold the rest of the world to the same You can end this effect on your turn as part of any other
standards. Many who swear this oath are devoted to gods action. If you are no longer holding or carrying this
of law and good and use their gods' tenets as the measure weapon, or if you fall unconscious, this effect ends.
of their devotion. They hold angels — the perfect servants
of good — as their ideals, and incorporate images of angelic Channel Divinity: Turn the Unholy
wings into their helmets or coats of arms. 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 emanate an aura of divine
benediction. When you use your Lay on Hands to restore
hit points to a creature, every other creature of your choice
within 10 feet of you also regains hit points equal to 1d8 +
your Charisma modifier (minimum of 1 hit point). A
creature must be conscious to gain this benefit.
At 18th level, the range of this aura increases to 30 feet.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Purity of Spirit Channel Divinity: Inspiring Smite
Beginning at 15th level, you are always under the effects of Immediately after you deal damage to a creature with your
the protection from evil and good spell. Divine Smite ability, you can use your Channel Divinity as a
bonus action and distribute temporary hit points to
Holy Nimbus creatures of your choice within 30 feet of you, which can
At 20th level, as an action, you can emanate an aura of include you. The total number of temporary hit points
sunlight. For 1 minute, bright light shines from you in a 30- equals 2d8 + your paladin level, divided among the chosen
foot radius, and dim light shines 30 feet beyond that. While creatures however you like.
the aura lasts, you gain the following benefits:
Aura of Alacrity
You have resistance to radiant and necrotic damage. Starting at 7th level, you emanate an aura that fills you and
You have advantage on saving throws against the spells your companions with supernatural speed, allowing you to
and magical effects of fiends and undead. race across a battlefield in formation. Your walking speed
Whenever an enemy creature starts its turn in the bright increases by 10 feet.
light, the creature takes 10 radiant damage. In addition, while you are conscious, the walking speed
Once you use this feature, you can't use it again until you of any friendly creature that starts its turn within 10 feet of
finish a long rest, unless you expend a 5th-level spell slot to you increases by 10 feet until the end of that turn.
use it again. When you reach 18th level in this class, the range of the
aura increases to 30 feet.
Oath of Glory
Glorious Defense
Paladins who take the Oath of Glory believe they and their At 15th level, you learn how to turn defense into a sudden
companions are destined to achieve glory through deeds of strike. When you or another creature you can see within 10
heroism, walking a path laid out for them by divine hands. feet of you is hit by an attack roll, you can use your reaction
They train diligently and encourage their companions so to grant a bonus to the target's AC against that attack,
that when destiny calls, they are ready to answer and potentially causing it to miss. The bonus equals your
overcome the challenges ahead. Charisma modifier (minimum of +1). If the attack misses,
you can make one weapon attack against the attacker as
Tenets of Glory part of this reaction, provided the attacker is within your
The tenets of the Oath of Glory drive a paladin to attempt weapon's range.
heroics that might one day shine in legend. You can use this feature a number of times equal to your
Actions over Words. Strive to be known by glorious proficiency bonus, and you regain all expended uses when
deeds, not words. you finish a long rest.
Challenges Are but Tests. Face hardships with courage,
and encourage your allies to face them with you. Living Legend
Hone the Body. Like raw stone, your body must be At 20th level, you can empower yourself with the legends —
worked so its potential can be realized. whether true or exaggerated — of your great deeds. As a
Discipline the Soul. You must marshal the discipline to bonus action, you gain the following benefits for 1 minute:
overcome failings within yourself that threaten to dim the
glory of you and your friends. Whenever you spend dice from the pool of your Sacred
Touch feature, you regain hit points equal to 2d8 + your
Oath Spells Charisma modifier (minimum of 1 hit point).
You gain oath spells at the paladin levels listed in the Oath You are blessed with an otherworldly presence, gaining
of Glory Spells table. advantage on all Charisma checks.
If you miss with a weapon attack or fail a saving throw,
Oath of Glory Spells you can use your reaction to cause the roll to
Paladin
automatically succeed instead.
Level Spells
Once you use this bonus action, you can't use it again
3rd guiding bolt, heroism until you finish a long rest, unless you expend a 5th-level
5th enhance ability, magic weapon
spell slot to use it again.
9th haste, protection from energy Oath of Redemption
13th compulsion, freedom of movement The Oath of Redemption sets a paladin on a difficult path,
17th flame strike, skill empowerment XGE 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
Channel Divinity: Peerless Athlete of benevolence and justice is one that anyone can walk.
As a bonus action, you can use your Channel Divinity to These paladins face evil creatures in the hope of turning
augment your athleticism. For the next 10 minutes, you their foes to the light, and they slay their enemies only
have advantage on Strength (Athletics) and Dexterity when such a deed will clearly save other lives. Paladins
(Acrobatics) checks; you can carry, push, drag, and lift twice who follow this path are known as redeemers.
as much weight as normal; and the distance of your long
and high jumps increases by 10 feet (this extra distance
costs movement as normal).

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Oath Spells
While redeemers are idealists, they are no fools. You gain oath spells at the paladin levels listed in the Oath
Redeemers know that undead, demons, devils, and other of Redemption Spells table.
supernatural threats can be inherently evil. Against such
foes, paladins who swear this oath bring the full wrath of Oath of Redemption Spells
their weapons and spells to bear. Yet the redeemers still Paladin

pray that, one day, even creatures of wickedness will invite Level Spells
their own redemption.
3rd sanctuary, sleep
Tenets of Redemption 5th calm emotions, hold person
The tenets of the Oath of Redemption hold a paladin to a
high standard of peace and justice. 9th counterspell, hypnotic pattern
Promote Peace. Violence is a weapon of last resort. 13th Otiluke's resilient sphere, stoneskin
Diplomacy and understanding are the paths to long-lasting
peace. 17th hold monster, wall of force
Believe in Innocence. All people begin life in an
innocent state, and it is their environment or the influence Channel Divinity: Emissary of Peace
of dark forces that drives them to evil. By setting the proper You can use your Channel Divinity to augment your
example, and working to heal the wounds of a deeply presence with divine power. As a bonus action, you grant
flawed world, you can set anyone on a righteous path. yourself a +5 bonus to Charisma (Persuasion) checks for
Embody Patience. Change takes time. Those who have the next 10 minutes.
walked the path of the wicked must be given reminders to
keep them honest and true. Once you have planted the seed Channel Divinity: Rebuke the Violent
of righteousness in a creature, you must work day after day You can use your Channel Divinity to rebuke those who use
to allow that seed to survive and flourish. violence. Immediately after an attacker within 30 feet of
Accept the Greater Good. Your heart and mind must you deals damage with an attack against a creature other
stay clear, for eventually you will be forced to admit defeat. than you, you can use your reaction to force the attacker to
While every creature can be redeemed, some are so far make a Wisdom saving throw. On a failed save, the attacker
along the path of evil that you have no choice but to end takes radiant damage equal to the damage it just dealt. On
their lives for the greater good. Any such action must be a successful save, it takes half as much damage.
carefully weighed and the consequences fully understood,
but once you have made the decision, follow through with it Aura of the Guardian
knowing your path is just. Starting at 7th level, you can shield others 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
or prevented 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 battle. 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 left and you aren't incapacitated.
Emissary of Redemption
At 20th level, you become an avatar of peace, which gives
you two benefits:
You have resistance to all damage dealt by other
creatures (their attacks, spells, and other effects).
Whenever a creature hits you with an attack, it takes
radiant damage equal to half the damage you take from
the attack.
If you attack a creature, cast a spell on it, or deal damage
to it by any means other than this feature, neither benefit
works against that creature until you finish a long rest.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oath of the Tides Channel Divinity: Riptide Weapon
The Oath of the Tides calls to seafaring warriors, and to As a bonus action, you can use your Channel Divinity to
journeymen who seek to serve upon the endless waves. imbue one weapon that you are holding with the might of a
Also known as blue knights or storm knights, paladins who breaking wave. For 1 minute, each time on your turn that
swear this oath strike out upon the seas, braving storms you hit a creature with an attack roll made with that
and lurking dangers in search of a greatness that lies weapon, you can push the creature up to 10 feet in any
beyond the horizon. Many a joyful tale is spoken of such a direction horizontally. If the weapon is not already magical,
warrior who brought forth the power of a tempest to it becomes magical for the duration, and if it has the
shelter sailors from predatory corsairs, or who struck down thrown property, it returns to your hand immediately after
a terrifying monster that attacked from beneath the waves. it is used to make a ranged attack.
These paladins bear oceanic motifs on their armor and You can end this effect on your turn as part of any other
clothing — glittering shells and coral, garlands of seaweed, action. If you are not holding or carrying this weapon at the
or nautical carvings of wind and water — and are called end of your turn, or if you fall unconscious, this effect ends.
upon to protect coastal settlements and maritime travelers Aura of Liberation
from storms and deep-sea threats. Starting at 7th level, you emanate an aura that evokes the
Tenets of the Tides freedom of the open sea. While you are conscious, you have
The tenets of the Oath of the Tides espouse a life enjoyed a swimming speed equal to your walking speed, and you
upon the waves, devoted to the natural beauty of the sea and friendly creatures within 10 feet of you can't be
and ever cognizant of the awesome, hidden powers of grappled or restrained. Creatures that are already grappled
nature. or restrained when they enter your aura can spend 5 feet of
Adapt Like the Seas. Water can flow around any movement to automatically escape nonmagical restraints.
obstacle or become an impassable wall itself. Wind can lift At 18th level, the range of this aura increases to 30 feet.
a bird's wings or grind a rocky shore to sand. I accept and Tidal Lock
embrace that I, too, must be fluid like the elements so that I At 15th level, you learn to strike like the ebb and flow of the
am ready for any challenge. tides to impede the movement of nearby enemies. When a
Explore the Uncharted. The world is filled with creature you can see moves at least 1 foot while within
mysteries. Uncovering such mysteries is a noble pursuit, range of a melee weapon you're wielding, you can use your
whether beyond a stormy sky or within a turbulent heart, reaction to make an attack against the creature with that
for discovery is the surest path to greatness. weapon. If the attack hits, the target can't willingly move
Live a Life of Freedom. I aim to live according to my away from you for the rest of the turn.
own path, just as a ship charts its own course through the
waters. Those who would exert their power to deny this Storm Warden
freedom to others will be defeated. At 20th level, you can, as an action, summon the power of a
Trust the Skies. The whisper of a breeze can grow into raging tempest, which appears above you in the form of
the rumblings of a great storm, and those keen to its black thunderclouds and spreads to a radius of 30 feet. The
change are best served when the lightning falls. Nature is a storm moves with you and is centered above you, and it
constant source of guidance, and I heed its counsel. lasts for 1 minute, during which time lightning flashes in
Oath Spells
the area, thunder booms, and strong winds roar. Ranged
weapon attacks beneath the storm's area are impossible,
You gain oath spells at the paladin levels listed on the Oath and while the storm lasts, you gain the following benefits:
of the Tides Spells table.
You have a flying speed of 60 feet, and you can hover.
Oath of the Tides Spells Once on each of your turns when you hit a creature with
Paladin
a weapon attack, you can knock that creature prone if it
Level Spells is Large or smaller.
3rd create or destroy water, expeditious retreat
As a bonus action, you can call a bolt of lightning from
the cloud to strike at a point you choose beneath the
5th gust of wind, misty step cloud, and each creature within 5 feet of that point must
9th call lightning, tidal waveXGE make a Dexterity saving throw against your spell save
DC. A creature takes 3d8 lightning damage on a failed
13th control water, freedom of movement save, or half as much damage on a successful one.
17th control windsXGE, maelstromXGE Once you summon this storm, you can't do so again until
you finish a long rest.
Channel Divinity: Seasmoke Shroud
As an action, you can use your Channel Divinity to conjure Oath of Vengeance
a thick cloud of magical fog that surrounds you and The Oath of Vengeance is a solemn commitment to punish
spreads to a radius of 20 feet. The cloud moves with you those who have committed a grievous sin. When evil forces
and is centered on you, it spreads around corners, and it slaughter helpless villagers, when an entire people turns
heavily obscures its area. You and any creature within 5 against the will of the gods, when a thieves' guild grows too
feet of you can see through the fog, instead perceiving it as violent and powerful, when a dragon rampages through the
a faint mist. countryside - at times like these, paladins arise and swear
The cloud lasts for 1 minute or until you dismiss it (no an Oath of Vengeance to set right that which has gone
action required). A moderate wind (at least 10 miles an wrong. To these paladins — sometimes called avengers or
hour) disperses the cloud after 4 rounds, and a strong wind dark knights — their own purity is not as important as
(at least 20 miles an hour) disperses it after 1 round. delivering justice.
13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tenets of Vengeance Soul of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all Starting at 15th level, the authority with which you speak
the tenets revolve around punishing wrongdoers by any your Vow of Enmity gives you greater power over your foe.
means necessary. Paladins who uphold these tenets are When a creature under the effect of your Vow of Enmity
willing to sacrifice even their own righteousness to mete makes an attack, you can use your reaction to make a
out justice upon those who do evil, so the paladins are often melee weapon attack against that creature if it is within
neutral or lawful neutral in alignment. The core principles range.
of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting Avenging Angel
my sworn foes or combating a lesser evil, I choose the At 20th level, you can assume the form of an angelic
greater evil. avenger. Using your action, you undergo a transformation.
No Mercy for the Wicked. Ordinary foes might win my For 1 hour, you gain the following benefits:
mercy, but my sworn enemies do not. Wings sprout from your back and grant you a flying
By Any Means Necessary. My qualms can't get in the speed of 60 feet.
way of exterminating my foes. You emanate an aura of menace in a 30-foot radius. The
Restitution. If my foes wreak ruin on the world, it is first time during combat that any enemy creature enters
because I failed to stop them. I must help those harmed by the aura or starts its turn there, that creature must
their misdeeds. succeed on a Wisdom saving throw or become
Oath Spells frightened of you for 1 minute or until it takes any
You gain oath spells at the paladin levels listed in the Oath damage.
of Vengeance Spells table. You have advantage on attack rolls against creatures
frightened of you.
Oath of Vengeance Spells Once you use this feature, you can't use it again until you
Paladin
finish a long rest, unless you expend a 5th-level spell slot to
Level Spells use it again.
3rd bane, hunter's mark
Oath of the Watchers
5th hold person, misty step
The Oath of the Watchers binds paladins to protect mortal
9th haste, protection from energy realms from the predations of extraplanar creatures, many
13th banishment, dimension door of which can lay waste to mortal soldiers. Thus, the
Watchers hone their minds, spirits, and bodies to be the
17th hold monster, scrying ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant
Channel Divinity: Abjure Enemy in spotting the influence of extraplanar forces, often
As an action, you present your holy symbol and speak a establishing a network of spies and informants to gather
prayer of denunciation, using your Channel Divinity. information on suspected cults. To a Watcher, keeping a
Choose one creature within 60 feet of you that you can see. healthy suspicion and awareness about one's surroundings
That creature must make a Wisdom saving throw, unless it is as natural as wearing armor in battle.
is immune to being frightened. Fiends and undead have
disadvantage on this saving throw. Tenets of the Watchers
On a failed save, the creature is frightened of you for 1 A paladin who assumes the Oath of the Watchers swears to
minute or until it takes any damage. While frightened of safeguard mortal realms from otherworldly threats.
you, the creature's speed is 0, and it can't benefit from any Vigilance. The threats I face are cunning, powerful, and
bonus to its speed. subversive. I am ever alert for their corruption.
On a successful save, the creature's speed is halved for 1 Loyalty. I must never accept gifts or favors from fiends or
minute or until the creature takes any damage. those who truck with them. I will stay true to mu order, my
comrades, and my duty.
Channel Divinity: Vow of Enmity Discipline. I am the shield against the endless terrors
As a bonus action, you can utter a vow of enmity against a that lie beyond the stars. My blade must be forever sharp
creature you can see within 10 feet of you, using your and my mind keen to survive what lies beyond.
Channel Divinity. You gain advantage on attack rolls against
the creature for 1 minute or until it drops to 0 hit points or Oath Spells
falls unconscious. You gain oath spells at the paladin levels listed in the Oath
of the Watchers table.
Relentless Avenger
By 7th level, your supernatural focus helps you close off a Oath of the Watchers Spells
foe's retreat. When you hit a creature with an opportunity Paladin

attack, you can move up to half your speed immediately Level Spells
after the attack and as part of the same reaction. This 3rd alarm, detect magic
movement doesn't provoke opportunity attacks.
5th moonbeam, see invisibility
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Channel Divinity: Watcher's Will List of Spells 3rd Level
You can use your Channel Divinity to invest your presence Aura of Vitality
with the warding power of your faith. As an action, you can 1st Level Blinding Smite
choose a number of other creatures you can see within 30 Bless Create Food and Water
feet of you, up to a number equal to your Charisma Crusader's Mantle
modifier (minimum of one creature). For 1 minute, you and Ceremony *
Daylight
the chosen creatures have advantage on Intelligence, Command
Wisdom, and Charisma saving throws. Compelled Duel Dispel Magic
Cure Wounds Elemental Weapon
Channel Divinity: Planar Interdiction Detect Evil and Good Magic Circle
You can use your Channel Divinity to castigate unworldly Detect Magic Remove Curse
beings. As an action, you present your holy symbol and Detect Poison and Disease Revivify
each aberration, celestial, elemental, fey, or fiend within 30 Divine Favor Spirit Shroud **
feet of you that can hear you must make a Wisdom saving
throw. On a failed save, the creature is turned for 1 minute Guiding Bolt
4th Level
or until it takes damage. Heroism
Aura of Life
A turned creature must spend its turns trying to move as Protection from Evil and
far away from you as it can, and it can't willingly end its Good Aura of Purity
move in a space within 30 feet of you. For its action, it can Purify Food and Drink Banishment
use only the Dash action or try to escape from an effect Searing Smite Death Ward
that prevents it from moving. If there's nowhere to move, Shield of Faith Find Greater Steed *
the creature can take the Dodge action. Thunderous Smite Locate Creature
Wrathful Smite Staggering Smite
Aura of the Sentinel
Starting at 7th level, you emit an aura of alertness while 2nd Level 5th Level
you aren't incapacitated. When you and any creatures of Banishing Smite
your choice within 10 feet of you roll initiative, you all gain Aid
a bonus to initiative equal to your proficiency bonus. Branding Smite
Circle of Power
At 18th level, the range of this aura increases to 30 feet. Continual Flame
Destructive Wave
Dispel Evil and Good
Find Steed
Vigilant Rebuke Gentle Repose
Flame Strike
By 15th level, you've learned how to chastise anyone who Lesser Restoration
Geas
dares wield beguilements against you and your wards. Hallow
Whenever you or an ally you can see within 30 feet of you Locate Object
Holy Weapon *
succeeds on an Intelligence, a Wisdom, or a Charisma Magic Weapon
Mass Cure Wounds
saving throw, you can use your reaction to deal 2d8 + your Prayer of Healing
Charisma modifier force damage to the creature that Protection from Poison
Raise Dead
forced the saving throw. Warding Bond
Summon Celestial **
Zone of Truth
Mortal Bulwark
At 20th level, you manifest a spark of divine power in
defense of the mortal realms. As a bonus action, you gain
the following benefits for 1 minute:
You gain truesight with a range of 120 feet.
You have advantage on attack rolls against aberrations,
celestials, elementals, fey, and fiends.
When you hit a creature with an attack roll and deal
damage to it, you can also force it to make a Charisma
saving throw against your spell save DC. On a failed
save, the creature is magically banished to its native
plane of existence if it's currently not there. On a
successful save, the creature can't be banished by this
feature for 24 hours.
Once you use this bonus action, you can't use it again
until you finish a long rest, unless you expend a 5th-level
spell slot to use it again.
Paladin Spells
The list of paladin spells below is presented in alphabetical
order, sorted by spell level. Spells which were not originally
included in the paladin spell list are written in bolded
italics.
Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
asterisks (a spell in Tasha's Cauldron of Everything).

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oath of the Crown
Class Changes The changes to the Oath of the Crown are listed below.
Unlike other martially-inclined classes, the paladin's access Channel Divinity: Champion Challenge. This ability's
to Spellcasting gives it a great amount of flexibility in its effect ends on a creature if the paladin ends their turn
party role, and the class's other iconic features provide a more than 30 feet away from the creature; previously, it
strong foundation that leaves little need for an overhaul ended if the paladin was more than 30 feet away from the
with regards to rebalancing. Therefore, the most creature at any time.
substantive changes made to the class's feature Channel Divinity: Turn the Tide. The hit points
progression in this handbook were made with the intention restored by this feature equal 2d6 + half the paladin's level,
of bringing some of the paladin's abilities more in line with instead of 1d6 + the paladin's Charisma modifier
other features of a similar nature, in order to avoid (minimum of 1 hit point).
confusion on gamerule interactions while still preserving Aura of Allegiance. Renamed from Divine Allegiance,
the function of the class's definitive playstyle. this feature now functions as an aura, the effect of which
Divine Sense. This feature has a minimum of two uses. can be activated as a reaction to have the paladin take half
Sacred Touch. This feature combines the Lay on Hands the incoming damage.
(1st-level) and Divine Smite (2nd-level) abilities and Exalted Champion. The paladin can use this feature
consolidates them into a single feature with a shared pool again by expending a 5th-level spell slot.
of resources, which is now represented by d8s instead of a
discrete number of points (as was previously the case for Oath of Darkness
Lay on Hands). This provides the paladin with the ability to Previously known as the Oathbreaker, the changes to the
use Divine Smite without expending spell slots, but at the Oath of Darkness are listed below.
cost of depleting their ability to use Lay on Hands, which Oath Spells. At 3rd level, the paladin gains access to the
now can't be used in 1-point increments. In exchange, Lay spell cause fear, instead of inflict wounds. At 17th level,
on Hands provides additional healing when used, and they gain access to negative energy flood, instead of
Divine Smite now works with unarmed strikes. contagion.
Divine Font. This is a new feature, which is intended to Channel Divinity: Control Undead. The CR limit of this
replace the spell slot expenditure effect of Divine Smite by feature now equals half the paladin's class level, instead of
providing a means to gain additional uses of Sacred Touch being equal to their paladin level, since this oath is intended
at the cost of spell slots. Overall, this feature and Sacred to be available to all paladins at 3rd level.
Touch are designed to allow the paladin to retain most, if Profane Touch. This is a new feature, which alters the
not all, of its damage scaling potential, while giving a nature of the paladin's Sacred Touch in order to reflect
degree of flexibility to the balance of their healing and their dark nature.
damage-dealing abilities. Dread Lord. This feature has been modified to better
Fighting Style. The paladin now gains access to the suit a player's paladin progression: the aura created by the
Unarmed Fighting style option. feature reduces dim light in its radius to darkness, which
Sacred Oath. The Harness Divine Power Channel the paladin can see through, while the sight-based benefit
Divinity option has been renamed to Divine Blessing, and of the aura's shadow has been removed; the aura deals 20
the Oathbreaker subclass to Oath of Darkness. psychic damage instead of 4d10 psychic damage; and the
Cleansing Touch. The paladin gains this feature at 5th bonus action's damage dice are 3d8, rather than 3d10.
level, instead of 14th level. The feature now provides
incremental benefits for the paladin as they gain class
levels; the feature's original benefit is now gained at 13th
level to accommodate Aura of Conviction (see below).
Divine Strikes. Renamed from Improved Divine Smite,
the paladin now also gains the benefit of this feature when
using unarmed strikes.
Aura of Conviction. The paladin gains this feature,
formerly the 7th-level Oath of Devotion feature known as
Aura of Devotion (see below), at 14th level, regardless of
the oath they choose.
Oath of the Ancients
The changes to the Oath of the Ancients are listed below.
Oath Spells. At 9th level, the paladin gains access to the
spell summon fey, instead of protection from energy. At
13th level, they gain access to guardian of nature, instead of
ice storm.
Channel Divinity: Nature's Wrath. A creature
restrained by the vines must use its action to repeat the
saving throw, instead of making one automatically at the
end of its turn.

16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oath of Devotion Oath of Vengeance
The changes to the Oath of Devotion are listed below. The changes to the Oath of Vengeance are listed below.
Aura of Devotion. This feature now grants additional Avenging Angel. The paladin can use this feature again
benefits when the paladin uses Lay on Hands instead of its by expending a 5th-level spell slot.
previous effect, which has been moved to the base class at
14th level as Aura of Conviction (see above). Oath of the Watchers
Holy Nimbus. This feature now also grants resistance to The changes to the Oath of the Watchers are listed below.
radiant and necrotic damage, and advantage on saving Vigilant Rebuke. This feature's triggering effect is
throws against the non-spell magical effects of fiends and limited to the paladin and their allies, instead of any
undead. Additionally, the paladin can use the feature again creatures, within the feature's range.
by expending a 5th-level spell slot.
Oath of Glory Art Credits
The changes to the Oath of Glory are listed below. The artists below are credited in alphabetical order. Where
Oath Spells. At 17th level, the paladin gains access to possible, an art credit includes the website where the
the skill skill empowerment, instead of commune. artist's work can be found, and the pages on which their
Aura of Alacrity. The aura lasts while you are conscious illustrations appear.
(instead of not being incapacitated), and its range is 10 feet, Aaron Miller (ArtStation; pg 17)
extending to 30 feet at 18th level (previously 5 feet, Alcd (Pixiv; pg 10)
extending to 10 feet). Blizzard Entertainment (© Blizzard; pg 8)
Glorious Defense. The paladin can use this feature a Li Qian (ArtStation; cover)
number of times equal to their proficiency bonus, instead of Russell Dongjun Lu (ArtStation; pg 12)
their Charisma modifier (a minimum of once). Thomas Randby (ArtStation; pg 16)
Living Legend. This feature now grants a benefit when Wizards of the Coast (© Wizards; pg 2, 6, 15)
the paladin uses their Sacred Touch, and the second and
third benefits of the feature have been merged together,
now requiring the paladin's reaction to use. Thank You
... for taking the time to read this reimagining of the Monk
class! If you have any feedback or suggestions, please
contact the author ─ /u/Ozzifer on Reddit ─ or consider
joining their Patreon.

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 

Open Game License  

Version 1.0a  
The following text is the property of Wizards of the Coast, LLC. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All COPYRIGHT NOTICE portion of this License to include the
Rights Reserved. exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
1. Definitions: (a) "Contributors" means the copyright and/or must add the title, the copyright date, and the copyright
trademark owners who have contributed Open Game holder's name to the COPYRIGHT NOTICE of any original
Content; (b) "Derivative Material" means copyrighted Open Game Content you Distribute.
material including derivative works and translations
(including into other computer languages), potation, 7. Use of Product Identity: You agree not to Use any Product
modification, correction, addition, extension, upgrade, Identity, including as an indication as to compatibility, except
improvement, compilation, abridgment or other form in as expressly licensed in another, independent Agreement
which an existing work may be recast, transformed or with the owner of each element of that Product Identity. You
adapted; (c) "Distribute" means to reproduce, License, rent, agree not to indicate compatibility or co-adaptability with any
lease, sell, broadcast, publicly display, transmit or otherwise Trademark or Registered Trademark in conjunction with a
distribute; (d) "Open Game Content" means the game work containing Open Game Content except as expressly
mechanic and includes the methods, procedures, processes licensed in another, independent Agreement with the owner
and routines to the extent such content does not embody the of such Trademark or Registered Trademark. The use of any
Product Identity and is an enhancement over the prior art Product Identity in Open Game Content does not constitute a
and any additional content clearly identified as Open Game Challenge to the ownership of that Product Identity. The
Content by the Contributor, and means any work covered by owner of any Product Identity used in Open Game Content
this License, including translations and derivative works shall retain all rights, title and interest in and to that Product
under copyright law, but specifically excludes Product Identity.
Identity. (e) "Product Identity" means product and product
line names, logos and identifying marks including trade 8. Identification: If you distribute Open Game Content You must
dress; artifacts; creatures characters; stories, storylines, clearly indicate which portions of the work that you are
plots, thematic elements, dialogue, incidents, language, distributing are Open Game Content.
artwork, symbols, designs, depictions, likenesses, formats, 9. Updating the License: Wizards or its designated Agents may
poses, concepts, themes and graphic, photographic and other publish updated versions of this License. You may use any
visual or audio representations; names and descriptions of authorized version of this License to copy, modify and
characters, Spells, enchantments, personalities, teams, distribute any Open Game Content originally distributed
personas, likenesses and Special abilities; places, locations, under any version of this License.
environments, creatures, Equipment, magical or
supernatural Abilities or Effects, logos, symbols, or graphic 10. Copy of this License: You MUST include a copy of this
designs; and any other trademark or registered trademark License with every copy of the Open Game Content You
clearly identified as Product identity by the owner of the Distribute.
Product Identity, and which specifically excludes the OPEN
Game Content; (f) "Trademark" means the logos, names, 11. Use of Contributor Credits: You may not market or advertise
mark, sign, motto, designs that are used by a Contributor to the Open Game Content using the name of any Contributor
Identify itself or its products or the associated products unless You have written permission from the Contributor to
contributed to the Open Game License by the Contributor (g) do so.
"Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative 12. Inability to Comply: If it is impossible for You to comply with
Material of Open Game Content. (h) "You" or "Your" means any of the terms of this License with respect to some or all of
the licensee in terms of this agreement. the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open
2. The License: This License applies to any Open Game Game Material so affected.
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this 13. Termination: This License will terminate automatically if You
License. You must affix such a notice to any Open Game fail to comply with all terms herein and fail to cure such
Content that you Use. No terms may be added to or breach within 30 days of becoming aware of the breach. All
subtracted from this License except as described by the sublicenses shall survive the termination of this License.
License itself. No other terms or Conditions may be applied 14. Reformation: If any provision of this License is held to be
to any Open Game Content distributed using this License. unenforceable, such provision shall be reformed only to the
3. Offer and Acceptance: By Using the Open Game Content You extent necessary to make it enforceable.
indicate Your acceptance of the terms of this License. 15. COPYRIGHT NOTICE

4. Grant and Consideration: In consideration for agreeing to Open Game License v 1.0a Copyright 2000, Wizards of the
use this License, the Contributors grant You a perpetual, Coast, LLC.

worldwide, royalty-free, nonexclusive License with the exact

terms of this License to Use, the Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards of
the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford,
5. Representation of Authority to Contribute: If You are Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
contributing original material as Open Game Content, You Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
represent that Your Contributions are Your original Creation Townshend, based on original material by E. Gary Gygax and
and/or You have sufficient rights to grant the rights conveyed Dave Arneson.
by this License.
END OF LICENSE

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like