{"name":"Paladin","overview":"Clad in plate arm or that gleams in the sunlight despite\r\nthe dust and grim e of long travel, a human lays down\r\nher sword and shield and places her hands on a mortally\r\nwounded man. Divine radiance shines from her hands,\r\nthe man\u2019s wounds knit closed, and his eyes open wide\r\nwith amazement.\r\nA dwarf crouches behind an outcrop, his black cloak\r\nmaking him nearly invisible in the night, and watches\r\nan orc war band celebrating its recent victory. Silently,\r\nhe stalks into their midst and whispers an oath, and two\r\nores are dead before they even realize he is there.\r\nSilver hair shining in a shaft of light that seems to\r\nilluminate only him, an elf laughs with exultation. His\r\nspear flashes like his eyes as he jabs again and again\r\nat a twisted giant, until at last his light overcomes its\r\nhideous darkness.\r\nWhatever their origin and their mission, paladins are\r\nunited by their oaths to stand against the forces of evil.\r\nWhether sworn before a god\u2019s altar and the witness of\r\na priest, in a sacred glade before nature spirits and fey\r\nbeings, or in a moment of desperation and grief with the\r\ndead as the only witness, a paladin\u2019s oath is a powerful\r\nbond. It is a source of pow er that turns a devout warrior\r\ninto a blessed champion.\r\n\r\n[h2]The Cause of Righteousness[\/h2]\r\nA paladin swears to uphold justice and righteousness,\r\nto stand with the good things of the world against the\r\nencroaching darkness, and to hunt the forces of evil\r\nwherever they lurk. Different paladins focus on various\r\naspects of the cause of righteousness, but all are\r\nbound by the oaths that grant them pow er to do their\r\nsacred work. Although many paladins are devoted to\r\ngods of good, a paladin\u2019s pow er com es as much from a\r\ncommitment to justice itself as it does from a god.\r\nPaladins train for years to learn the skills of combat,\r\nmastering a variety of weapons and armor. Even so,\r\ntheir martial skills are secondary to the magical pow er\r\nthey wield: pow er to heal the sick and injured, to smite\r\nthe wicked and the undead, and to protect the innocent\r\nand those who join them in the fight for justice.\r\n\r\n[h2]Beyond the Mundane Life[\/h2]\r\nAlmost by definition, the life of a paladin is an\r\nadventuring life. Unless a lasting injury has taken him\r\nor her away from adventuring for a time, every paladin\r\nlives on the front lines of the cosmic struggle against \r\nevil. Fighters are rare enough among the ranks of the\r\nmilitias and armies of the world, but even fewer people\r\ncan claim the true calling of a paladin. W hen they do\r\nreceive the call, these warriors turn from their former\r\noccupations and take up arms to fight evil. Sometimes\r\ntheir oaths lead them into the service of the crow n as\r\nleaders of elite groups of knights, but even then their\r\nloyalty is first to the cause of righteousness, not to\r\ncrown and country.\r\nAdventuring paladins take their work seriously. A\r\ndelve into an ancient ruin or dusty crypt can be a quest\r\ndriven by a higher purpose than the acquisition of\r\ntreasure. Evil lurks in dungeons and primeval forests,\r\nand even the smallest victory against it can tilt the\r\ncosmic balance away from oblivion.\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per paladin level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Wisdom, Charisma","skills":"Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion","spellcasting":"By 2nd level, you have learned to draw on divine\r\nmagic through meditation and prayer to cast spells as\r\na cleric does. See chapter 10 for the general rules of\r\nspellcasting and chapter 11 for the paladin spell list.\r\n\r\n[h3]Preparing and Casting Spells[\/h3]\r\nThe Paladin table show s how many spell slots you have\r\nto cast your spells. To cast one of your paladin spells of\r\n1st level or higher, you must expend a slot of the spell\u2019s\r\nlevel or higher. You regain all expended spell slots when\r\nyou finish a long rest.\r\n    You prepare the list of paladin spells that are available\r\nfor you to cast, choosing from the paladin spell list.\r\nW hen you do so, choose a number of paladin spells\r\nequal to your Charisma modifier + half your paladin\r\nlevel, rounded down (minimum of one spell). The spells\r\nmust be of a level for which you have spell slots.\r\n    For example, if you are a 5th-level paladin, you have\r\nfour 1st-level and two 2nd-level spell slots. With a\r\nCharisma of 14, your list of prepared spells can include\r\nfour spells of 1st or 2nd level, in any combination. If you\r\nprepare the 1st-level spell cure wounds, you can cast\r\nit using a 1st-level or a 2nd-level slot. Casting the spell\r\ndoesn\u2019t remove it from your list of prepared spells.\r\n    You can change your list of prepared spells when you\r\nfinish a long rest. Preparing a new list o f paladin spells\r\nrequires time spent in prayer and meditation: at least 1\r\nminute per spell level for each spell on your list.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nCharisma is your spellcasting ability for your paladin\r\nspells, since their pow er derives from the strength of\r\nyour convictions. You use your Charisma whenever a\r\nspell refers to your spellcasting ability. In addition, you\r\nuse your Charisma modifier when setting the saving\r\nthrow DC for a paladin spell you cast and when making\r\nan attack roll with one.\r\n\r\n          [b]Spell save DC[\/b] = 8 + your proficiency bonus +\r\n                    your Charisma modifier\r\n\r\n          [b]Spell attack modifier[\/b] = your proficiency bonus +\r\n                    your Charisma modifier\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use a holy symbol (found in chapter 5) as a\r\nspellcasting focus for your paladin spells.","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n[ul]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) five javelins or (b) and simple melee weapon[\/li]\r\n[li](a) a priest's pack or (b) an explorer's pack[\/li]\r\n[li]Chain mail and a holy symbol[\/li]\r\n[\/ul]\r\n","features":"[h]Divine Sense[\/h]\r\nThe presence of strong evil registers on your senses like\r\na noxious odor, and powerful good rings like heavenly\r\nmusic in your ears. As an action, you can open your\r\nawareness to detect such forces. Until the end of your\r\nnext turn, you know the location of any celestial, fiend,\r\nor undead within 60 feet of you that is not behind total\r\ncover. You know the type (celestial, fiend, or undead) of\r\nany being w hose presence you sense, but not its identity\r\n(the vampire Count Strahd von Zarovich, for instance).\r\nWithin the same radius, you also detect the presence\r\nof any place or object that has been consecrated or\r\ndesecrated, as with the [i][blocklink:1469][\/i] spell.\r\nYou can use this feature a number of times equal to\r\n1 + your Charisma modifier. W hen you finish a long rest,\r\nyou regain all expended uses.\r\n\r\n[h]Lay on Hands[\/h]\r\nYour blessed touch can heal wounds. You have a pool\r\nof healing pow er that replenishes when you take a long\r\nrest. With that pool, you can restore a total number of\r\nhit points equal to your paladin level x 5.\r\nAs an action, you can touch a creature and draw\r\npower from the pool to restore a number of hit points\r\nto that creature, up to the maximum amount remaining\r\nin your pool.\r\nAlternatively, you can expend 5 hit points from your\r\npool of healing to cure the target of one disease or\r\nneutralize one poison affecting it. You can cure multiple\r\ndiseases and neutralize multiple poisons with a single\r\nuse o f Lay on Hands, expending hit points separately\r\nfor each one.\r\nThis feature has no effect on undead and constructs.\r\n\r\n[h]Fighting Style[\/h]\r\nAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option m ore than once, even if you later get to choose again.\r\n\r\n[h2]Defense[\/h2]\r\nWhile you are wearing armor, you gain a +1 bonus to AC. \r\n\r\n[h2]Dueling[\/h2]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. \r\n\r\n[h2]Great Weapon Fighting[\/h2]\r\nWhen 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. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[h2]Protection[\/h2]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h]Divine Smite[\/h]\r\nStarting at 2nd level, when you hit a creature with a\r\nmelee weapon attack, you can expend one paladin spell\r\nslot to deal radiant damage to the target, in addition to\r\nthe weapon\u2019s damage. The extra damage is 2d8 for a\r\n1st-level spell slot, plus 1d8 for each spell level higher\r\nthan 1st, to a maximum of 5d8. The damage increases\r\nby 1d8 if the target is an undead or a fiend.\r\n\r\n[h]Divine Health[\/h]\r\nBy 3rd level, the divine magic flowing through you\r\nmakes you immune to disease.\r\n\r\n[h]Sacred Oath[\/h]\r\nWhen you reach 3rd level, you swear the oath that binds\r\nyou as a paladin forever. Up to this time you have been\r\nin a preparatory stage, committed to the path but not\r\nyet sworn to it. Now you choose the Oath of Devotion,\r\nthe Oath of the Ancients, or the Oath of Vengeance, all\r\ndetailed at the end of the class description.\r\nYour choice grants you features at 3rd level and again\r\nat 7th, 15th, and 20th level. Those features include oath\r\nspells and the Channel Divinity feature.\r\n\r\n[h2]Oath Spells[\/h2]\r\nEach oath has a list of associated spells. You gain\r\naccess to these spells at the levels specified in the oath\r\ndescription. Once you gain access to an oath spell, you\r\nalways have it prepared. Oath spells don\u2019t count against\r\nthe number of spells you can prepare each day.\r\nIf you gain an oath spell that doesn\u2019t appear on the\r\npaladin spell list, the spell is nonetheless a paladin\r\nspell for you.\r\n\r\n[h2]Channel Divinity[\/h2]\r\nYour oath allows you to channel divine energy to fuel\r\nmagical effects. Each Channel Divinity option provided\r\nby your oath explains how to use it.\r\nW hen you use your Channel Divinity, you choose\r\nwhich option to use. You must then finish a short or long\r\nrest to use your Channel Divinity again.\r\nSome Channel Divinity effects require saving throws.\r\nW hen you use such an effect from this class, the DC\r\nequals your paladin spell save DC.\r\n\r\n[h]Ability Score Improvement[\/h]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n\r\n[h]Extra Attack[\/h]\r\nBeginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n[h]Aura of Protection[\/h]\r\nStarting at 6th level, whenever you or a friendly creature\r\nwithin 10 feet of you must make a saving throw, the\r\ncreature gains a bonus to the saving throw equal to your\r\nCharisma modifier (with a minimum bonus of +1). You\r\nmust be conscious to grant this bonus.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[h]Aura of Courage[\/h]\r\nStarting at 10th level, you and friendly creatures\r\nwithin 10 feet of you can\u2019t be frightened while you\r\nare conscious.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[h]Improved Divine Smite[\/h]\r\nBy 11th level, you are so suffused with righteous\r\nmight that all your melee weapon strikes carry divine\r\npow er with them. Whenever you hit a creature with a\r\nmelee weapon, the creature takes an extra 1d8 radiant\r\ndamage. If you also use your Divine Smite with an\r\nattack, you add this damage to the extra damage o f your\r\nDivine Smite.\r\n\r\n[h]Cleansing Touch[\/h]\r\nBeginning at 14th level, you can use your action to\r\nend one spell on yourself or on one willing creature\r\nthat you touch.\r\nYou can use this feature a number of times equal\r\nto your Charisma modifier (a minimum of once). You\r\nregain expended uses when you finish a long rest.\r\n\r\n[h]Sacred Oaths[\/h]\r\nBecoming a paladin involves taking vows that commit\r\nthe paladin to the cause of righteousness, an active\r\npath of fighting wickedness. The final oath, taken\r\nwhen he or she reaches 3rd level, is the culmination\r\nof all the paladin\u2019s training. Some characters with this\r\nclass don\u2019t consider themselves true paladins until\r\nthey have reached 3rd level and made this oath. For\r\nothers, the actual swearing of the oath is a formality,\r\nan official stamp on what has always been true in the\r\npaladin\u2019s heart.\r\n\r\n[h]Oath of Devotion[\/h]\r\nThe Oath of Devotion binds a paladin to the loftiest\r\nideals of justice, virtue, and order. Sometimes called\r\ncavaliers, white knights, or holy warriors, these\r\npaladins meet the ideal of the knight in shining armor,\r\nacting with honor in pursuit of justice and the greater\r\ngood. They hold themselves to the highest standards of\r\nconduct, and some, for better or worse, hold the rest of\r\nthe world to the same standards. Many who swear this\r\noath are devoted to gods of law and good and use their\r\ngods\u2019 tenets as the measure of their devotion. They hold\r\nangels\u2014the perfect servants of good\u2014as their ideals,\r\nand incorporate images of angelic wings into their\r\nhelmets or coats of arms.\r\n\r\n[h2]Tenets of Devotion[\/h2]\r\nThough the exact words and strictures of the Oath of\r\nDevotion vary, paladins of this oath share these tenets.\r\n\r\n[b]Honesty.[\/b] Don\u2019t lie or cheat. Let your word be\r\nyour promise.\r\n\r\n[b]Courage.[\/b] Never fear to act, though caution is wise.\r\n\r\n[b]Compassion.[\/b] Aid others, protect the weak, and\r\npunish those w ho threaten them. Show mercy to your\r\nfoes, but temper it with wisdom .\r\n\r\n[b]Honor.[\/b] Treat others with fairness, and let your\r\nhonorable deeds be an example to them. Do as\r\nmuch good as possible while causing the least\r\namount of harm.\r\n\r\n[b]Duty.[\/b] Be responsible for your actions and their\r\nconsequences, protect those entrusted to your care,\r\nand obey those w ho have just authority over you.\r\n\r\n[h2]Oath Spells[\/h2]\r\nYou gain oath spells at the paladin levels listed.\r\n\r\n[h2]Oath of Devotion Spells[\/h2]\r\n[b]Spells for Paladin Levels[\/b]\r\n[br]\r\n[b]3rd [\/b][i][blocklink:710][\/i], [i][blocklink:1198][\/i]\r\n[br]\r\n[b]5th [\/b][i][blocklink:131][\/i], [i][blocklink:365][\/i]\r\n[br]\r\n[b]9th [\/b][i][blocklink:518][\/i], [i][blocklink:388][\/i]\r\n[br]\r\n[b]13th [\/b][i][blocklink:1392][\/i], [i][blocklink:1464][\/i]\r\n[br]\r\n[b]17th [\/b][i][blocklink:1287][\/i], [i][blocklink:1342][\/i]\r\n\r\n[h2]Channel Divinity[\/h2]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Sacred Weapon.[\/b] As an action, you can imbue one\r\nweapon that you are holding with positive energy,\r\nusing your Channel Divinity. For 1 minute, you add\r\nyour Charisma modifier to attack rolls made with that\r\nweapon (with a minim um bonus of +1). The weapon also\r\nemits bright light in a 20-foot radius and dim light 20\r\nfeet beyond that. If the weapon is not already magical, it\r\nbecomes magical for the duration.\r\nYou can end this effect on your turn as part of any\r\nother action. If you are no longer holding or carrying\r\nthis weapon, or if you fall unconscious, this effect ends.\r\n[br]\r\n[b]Turn the Unholy.[\/b] As an action, you present your\r\nholy symbol and speak a prayer censuring fiends and\r\nundead, using your Channel Divinity. Each fiend or\r\nundead that can see or hear you within 30 feet of you\r\nmust make a Wisdom saving throw. If the creature\r\nfails its saving throw, it is turned for 1 minute or until\r\nit takes damage.\r\nA turned creature must spend its turns trying to move\r\nas far away from you as it can, and it can\u2019t willingly\r\nmove to a space within 30 feet of you. It also can\u2019t take\r\nreactions. For its action, it can use only the Dash action\r\nor try to escape from an effect that prevents it from\r\nmoving. If there\u2019s nowhere to move, the creature can use\r\nthe Dodge action.\r\n\r\n[h2]Aura of Devotion[\/h2]\r\nStarting at 7th level, you and friendly creatures within\r\n10 feet of you can\u2019t be charmed while you are conscious.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[h2]Purity of Spirit[\/h2]\r\nBeginning at 15th level, you are always under the effects\r\nof a [blocklink:710] spell.\r\n\r\n[h2]Holy Nimbus[\/h2]\r\nAt 20th level, as an action, you can emanate an aura of\r\nsunlight. For 1 minute, bright light shines from you in a\r\n30-foot radius, and dim light shines 30 feet beyond that.\r\nWhenever an enemy creature starts its turn in the\r\nbright light, the creature takes 10 radiant damage.\r\nIn addition, for the duration, you have advantage on\r\nsaving throws against spells cast by fiends or undead.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[h]Oath of the Ancients[\/h]\r\nThe Oath of the Ancients is as old as the race of elves\r\nand the rituals of the druids. Sometimes called fey\r\nknights, green knights, or horned knights, paladins who\r\nswear this oath cast their lot with the side of the light\r\nin the cosmic struggle against darkness because they\r\nlove the beautiful and life-giving things of the world,\r\nnot necessarily because they believe in principles of\r\nhonor, courage, and justice. They adorn their arm or and\r\nclothing with images of growing things\u2014leaves, antlers,\r\nor flowers\u2014to reflect their commitment to preserving\r\nlife and light in the world.\r\n\r\n[h2]Tenets of the Ancients[\/h2]\r\nThe tenets of the Oath of the Ancients have been\r\npreserved for uncounted centuries. This oath\r\nemphasizes the principles of good above any concerns\r\nof law or chaos. Its four central principles are simple.\r\n[br]\r\n[b]Kindle the Light.[\/b] Through your acts of mercy,\r\nkindness, and forgiveness, kindle the light of hope in the\r\nworld, beating back despair.\r\n[br]\r\n[b]Shelter the Light.[\/b] Where there is good, beauty, love,\r\nand laughter in the world, stand against the wickedness\r\nthat would swallow it. Where life flourishes, stand\r\nagainst the forces that would render it barren.\r\n[br]\r\n[b]Preserve Your Own Light.[\/b] Delight in song and\r\nlaughter, in beauty and art. If you allow the light to die in\r\nyour own heart, you can\u2019t preserve it in the world.\r\n[br]\r\n[b]Be the Light.[\/b] Be a glorious beacon for all who live in\r\ndespair. Let the light of your joy and courage shine forth\r\nin all your deeds.\r\n\r\n[h2]Oath Spells[\/h2]\r\nYou gain oath spells at the paladin levels listed.\r\n\r\n[h2]Oath of the Ancients Spells[\/h2]\r\n[b]Spells for Paladin Levels[\/b]\r\n[br]\r\n[b]3rd [\/b][i][blocklink:17847][\/i], [i][blocklink:1357][\/i]\r\n[br]\r\n[b]5th [\/b][i][blocklink:297][\/i], [i][blocklink:295][\/i]\r\n[br]\r\n[b]9th [\/b][i][blocklink:343][\/i], [i][blocklink:709][\/i]\r\n[br]\r\n[b]13th [\/b][i][blocklink:724][\/i], [i][blocklink:1365][\/i]\r\n[br]\r\n[b]17th [\/b][i][blocklink:1288][\/i], [i][blocklink:1417][\/i]\r\n\r\n[h2]Channel Divinity[\/h2]\r\nW hen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Nature\u2019s Wrath.[\/b] You can use your Channel Divinity\r\nto invoke primeval forces to ensnare a foe. As an action,\r\nyou can cause spectral vines to spring up and reach\r\nfor a creature within 10 feet of you that you can see.\r\nThe creature must succeed on a Strength or Dexterity\r\nsaving throw (its choice) or be restrained. While\r\nrestrained by the vines, the creature repeats the saving\r\nthrow at the end of each of its turns. On a success, it\r\nfrees itself and the vines vanish.\r\n[br]\r\n[b]Turn the Faithless.[\/b] You can use your Channel\r\nDivinity to utter ancient words that are painful for fey\r\nand fiends to hear. As an action, you present your holy\r\nsymbol, and each fey or fiend within 30 feet of you that\r\ncan hear you must make a Wisdom saving throw. On a\r\nfailed save, the creature is turned for 1 minute or until it\r\ntakes damage.\r\nA turned creature must spend its turns trying to move\r\nas far away from you as it can, and it can\u2019t willingly\r\nmove to a space within 30 feet of you. It also can\u2019t take\r\nreactions. For its action, it can use only the Dash action\r\nor try to escape from an effect that prevents it from\r\nmoving. If there\u2019s nowhere to move, the creature can use\r\nthe Dodge action.\r\nIf the creature\u2019s true form is concealed by an illusion,\r\nshapeshifting, or other effect, that form is revealed while\r\nit is turned.\r\n\r\n[h2]Aura of Warding[\/h2]\r\nBeginning at 7th level, ancient magic lies so heavily\r\nupon you that it form s an eldritch ward. You and friendly\r\ncreatures within 10 feet of you have resistance to\r\ndamage from spells.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n[h2]Undying Sentinel[\/h2]\r\nStarting at 15th level, when you are reduced to 0 hit\r\npoints and are not killed outright, you can choose to\r\ndrop to 1 hit point instead. Once you use this ability, you\r\ncan\u2019t use it again until you finish a long rest.\r\nAdditionally, you suffer none of the drawbacks of old\r\nage, and you can\u2019t be aged magically.\r\n\r\n[h2]Elder Champion[\/h2]\r\nAt 20th level, you can assume the form of an ancient\r\nforce of nature, taking on an appearance you choose.\r\nFor example, your skin might turn green or take on a\r\nbark-like texture, your hair might become leafy or mosslike,\r\nor you might sprout antlers or a lion-like mane.\r\nUsing your action, you undergo a transformation.\r\nFor 1 minute, you gain the following benefits:\r\n[br]\r\n[ul]\r\n[li]At the start of each of your turns, you regain 10 hit points.[\/li]\r\n[li]Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.[\/li]\r\n[li]Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h]Oath of Vengeance[\/h]\r\nThe Oath of Vengeance is a solemn commitment to\r\npunish those who have committed a grievous sin. When\r\nevil forces slaughter helpless villagers, when an entire\r\npeople turns against the w ill of the gods, when a thieves\u2019\r\nguild grow s too violent and powerful, when a dragon\r\nrampages through the countryside\u2014at times like these,\r\npaladins arise and swear an Oath of Vengeance to set\r\nright that which has gone wrong. To these paladins\u2014\r\nsometimes called avengers or dark knights\u2014their own\r\npurity is not as important as delivering justice.\r\n\r\n[h2]Tenets of Vengeance[\/h2]\r\nThe tenets of the Oath of Vengeance vary by paladin, but\r\nall the tenets revolve around punishing wrongdoers by\r\nany means necessary. Paladins who uphold these tenets\r\nare willing to sacrifice even their own righteousness to\r\nmete out justice upon those who do evil, so the paladins\r\nare often neutral or lawful neutral in alignment. The\r\ncore principles of the tenets are brutally simple.\r\n[br]\r\n[b]Fight the Greater Evil.[\/b] Faced with a choice of fighting\r\nmy sworn foes or com bating a lesser evil. I choose the\r\ngreater evil.\r\n[br]\r\n[b]No Mercy for the Wicked.[\/b] Ordinary foes might win\r\nmy mercy, but my sworn enemies do not.\r\n[b]By Any Means Necessary.[\/b] My qualms can\u2019t get in the\r\nway of exterminating my foes.\r\n[b]Restitution.[\/b] If my foes wreak ruin on the world, it is\r\nbecause I failed to stop them. I must help those harmed\r\nby their misdeeds.\r\n\r\n[h2]Oath Spells[\/h2]\r\nYou gain oath spells at the paladin levels listed.\r\n\r\n[h2]Oath of Vengeance Spells[\/h2]\r\n[b]Spells for Paladin Levels[\/b]\r\n[br]\r\n[b]3rd [\/b][i][blocklink:515][\/i], [i][blocklink:1512][\/i]\r\n[br]\r\n[b]5th [\/b][i][blocklink:1491][\/i], [i][blocklink:295][\/i]\r\n[br]\r\n[b]9th [\/b][i][blocklink:1472][\/i], [i][blocklink:709][\/i]\r\n[br]\r\n[b]13th [\/b][i][blocklink:516][\/i], [i][blocklink:384][\/i]\r\n[br]\r\n[b]17th [\/b][i][blocklink:1549][\/i], [i][blocklink:1212][\/i]\r\n\r\n[h2]Channel Divinity[\/h2]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n[br]\r\n[b]Abjure Enemy.[\/b] As an action, you present your holy\r\nsymbol and speak a prayer of denunciation, using your\r\nChannel Divinity. Choose one creature within 60 feet\r\nof you that you can see. That creature must make a\r\nWisdom saving throw, unless it is immune to being\r\nfrightened. Fiends and undead have disadvantage on\r\nthis saving throw.\r\nOn a failed save, the creature is frightened for 1\r\nminute or until it takes any damage. While frightened,\r\nthe creature\u2019s speed is 0, and it can\u2019t benefit from any\r\nbonus to its speed.\r\nOn a successful save, the creature\u2019s speed is halved\r\nfor 1 minute or until the creature takes any damage.\r\n[br]\r\n[b]Vow of Enmity.[\/b] As a bonus action, you can utter a vow\r\nof enmity against a creature you can see within 10 feet\r\nof you, using your Channel Divinity. You gain advantage\r\non attack rolls against the creature for 1 minute or until\r\nit drops to 0 hit points or falls unconscious.\r\n\r\n[h2]Relentless Avenger[\/h2]\r\nBy 7th level, your supernatural focus helps you close\r\noff a foe\u2019s retreat. W hen you hit a creature with an\r\nopportunity attack, you can move up to half your\r\nspeed immediately after the attack and as part of\r\nthe same reaction. This movement doesn\u2019t provoke\r\nopportunity attacks.\r\n\r\n[h2]Soul of Vengeance[\/h2]\r\nStarting at 15th level, the authority with which you\r\nspeak your Vow of Enmity gives you greater pow er over\r\nyour foe. W hen a creature under the effect o f your Vow\r\no f Enmity makes an attack, you can use your reaction to\r\nmake a melee weapon attack against that creature if it is\r\nwithin range.\r\n\r\n[h2]Avenging Angel[\/h2]\r\nAt 20th level, you can assume the form of an\r\nangelic avenger. Using your action, you undergo a\r\ntransformation. For 1 hour, you gain the following\r\nbenefits:\r\n[br]\r\n[ul]\r\n[li]Wings sprout from your back and grant you a flying\r\nspeed of 60 feet.[\/li]\r\n[br]\r\n[li]You emanate an aura of menace in a 30-foot radius.\r\nThe first time any enemy creature enters the aura or\r\nstarts its turn there during a battle, the creature must\r\nsucceed on a Wisdom saving throw or become frightened\r\nof you for 1 minute or until it takes any damage.\r\nAttack rolls against the frightened creature have\r\nadvantage.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n","subclasses":"","tabledata":"Level|Proficiency|Features|--Spell Slots per Spell Level--\r\n         |   Bonus    |              |1st     2nd     3rd     4th     5th\r\n1st|    +2    |Divine Sense, Lay on Hands|---     ---     ---     ---     ---\r\n2nd|    +2    |Fighting Style, Spellcasting, Divine Smite|-2-     ---     ---     ---     ---\r\n3rd|    +2    |Divine Health, Sacred Oath|-3-     ---     ---     ---     ---\r\n4th|    +2    |Ability Score Improvement|-3-     ---     ---     ---     ---\r\n5th|    +3    |Extra Attack|-4-     -2-     ---     ---     ---\r\n6th|    +3    |Aura of Protection|-4-     -2-     ---     ---     ---\r\n7th|    +3    |Sacred Oath Feature|-4-     -3-     ---     ---     ---\r\n8th|    +3    |Ability Score Improvement|-4-     -3-     ---     ---     ---\r\n9th|    +4    |---|-4-     -3-     -2-     ---     ---\r\n10th|    +4    |Aura of Courage|-4-     -3-     -2-     ---     ---\r\n11th|    +4    |Improved Divine Smite|-4-     -3-     -3-     ---     ---\r\n12th|    +4    |Ability Score Improvement|-4-     -3-     -3-     ---     ---\r\n13th|    +5    |---|-4-     -3-     -3-     -1-     ---\r\n14th|    +5    |Cleansing Touch|-4-     -3-     -3-     -1-     ---\r\n15th|    +5    |Sacred Oath Feature|-4-     -3-     -3-     -2-     ---\r\n16th|    +5    |Ability Score Improvement|-4-     -3-     -3-     -2-     ---\r\n17th|    +6    |---|-4-     -3-     -3-     -3-     -1-\r\n18th|    +6    |Aura Improvements|-4-     -3-     -3-     -3-     -1-\r\n19th|    +6    |Ability Score Improvement|-4-     -3-     -3-     -3-     -2-\r\n20th|    +6    |Sacred Oath Feature|-4-     -3-     -3-     -3-     -2-","tags":"","isShared":"1","templateId":"25","blockId":"17756"}