{"name":"Paladin","overview":"Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.","hit_dice":"d10","hit_points_at_1st_level":"10+con","hit_points_at_higher_levels":"1d10+con  ","armor_proficiencies":"All armor, shields","weapon_proficiencies":"Simple weapons, martial weapons, Simple Firearms, Martial Firearms","tools":"N\/A","saving_throws":"Wisdom, Charisma","skills":"Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion","starting_equipment":"","spellcasting":"[b]Spellcasting[\/b]\r\nBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\n\r\nThe Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spell attack modifie[\/b]r = your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYou can use a holy symbol as a spellcasting focus for your paladin spells","class_features":"[b]Divine Sense[\/b]\r\nThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.\r\n\r\n\r\n\r\n[b]Lay on Hands[\/b]\r\nYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.\r\n\r\n\r\n\r\n[b]Fighting Style[\/b]\r\nStarting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[i]Blessed Warrior.[\/i] You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.\r\n\r\n[i]Blind Fighting[\/i]. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\n[i]Defense.[\/i] While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[i]Dueling.[\/i] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[i]Great Weapon Fighting[\/i]. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[i]Interception. [\/i]When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\n[i]Protection[\/i]. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n\r\n\r\n\r\n[b]Divine Smite[\/b]\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.\r\n\r\n\r\n\r\n[b]Divine Health[\/b]\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\n\r\n\r\n\r\n[b]Sacred Oath[\/b]\r\nWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\n\r\n[i]Oath Spells[\/i]\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.\r\nIf you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\n[i]Channel Divinity[\/i]\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC\r\n\r\n\r\n\r\n[b]Harness Divine Power[\/b]\r\nAlso at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n\r\n\r\n[b]Aura of Protection[\/b]\r\nStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Aura of Courage[\/b]\r\nStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Improved Divine Smite[\/b]\r\nBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.\r\n\r\n\r\n\r\n[b]Cleansing Touch[\/b]\r\nBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.","subclass_options":"[h1]Oath of the Ancients[\/h1]\r\n\r\nThe 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. 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.\r\n\r\n\r\n\r\n[b]Tenets of the Ancients[\/b]\r\nThe tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.\r\n\r\n[i]Kindle the Light[\/i]. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.\r\n\r\n[i]Shelter the Light.[\/i] Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.\r\n\r\n[i]Preserve Your Own Light. [\/i]Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.\r\n\r\n[i]Be the Light.[\/i] Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Ensnaring Strike, Speak with Animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Moonbeam, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Plant Growth, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Ice Storm, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Commune with Nature, Tree Stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Nature's Wrath[\/i]. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.\r\n\r\n[i]Turn the Faithless.[\/i] You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.\r\nA 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.\r\n\r\nIf the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned\r\n\r\n\r\n\r\n[b]Aura of Warding[\/b]\r\nBeginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet\r\n\r\n\r\n\r\n[b]Undying Sentinel[\/b]\r\nStarting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\r\n\r\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.\r\n\r\n\r\n\r\n[b]Elder Champion[\/b]\r\nAt 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.\r\n\r\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\r\n\r\nAt the start of each of your turns, you regain 10 hit points.\r\nWhenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\r\nEnemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Conquest[\/h1]\r\n\r\nThe Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn\u2019t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.\r\nSome of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins \u2013 called hell knights \u2013 as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.\r\n\r\n\r\n\r\n\r\n[b]Tenets of Conquest[\/b]\r\nA paladin who takes this oath has the tenets of conquest seared on the upper arm.\r\n\r\n[i]Douse the Flame of Hope[\/i]. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies\u2019 will to fight is shattered forever. A blade can end a life. Fear can end an empire.\r\n\r\n[i]Rule with an Iron Fist.[\/i] Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.\r\n\r\n[i]Strength Above All[\/i]. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Armor of Agathys, Command[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Hold Person, Spiritual Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Bestow Curse, Fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Dominate Beast, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Cloudkill, Dominate Person[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Conquering Presence[\/i]. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n[i]\r\nGuided Strike[\/i]. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\r\n\r\n\r\n\r\n\r\n[b]Aura of Conquest[\/b]\r\nStarting at 7th level, you constantly emanate a menacing aura while you\u2019re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\r\n\r\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Scornful Rebuke[\/b]\r\nStarting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you\u2019re not incapacitated.\r\n\r\n\r\n\r\n\r\n[b]Invincible Conqueror[\/b]\r\nAt 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\r\n\r\nYou have resistance to all damage.\r\nWhen you take the Attack action on your turn, you can make one additional attack as part of that action.\r\nYour melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of the Crown[\/h1]\r\n\r\nThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.\r\n\r\n\r\n[b]Tenets of the Crown[\/b]\r\nThe tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.\r\n\r\n[i]Law[\/i]. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.\r\n\r\n[i]Loyalty[\/i]. Your word is your bond. Without loyalty, oaths and laws are meaningless.\r\n\r\n[i]Courage.[\/i] You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?\r\n\r\n[i]Responsibility.[\/i] You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Command, Compelled Duel[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Warding Bond, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Aura of Vitality, Spirit Guardians[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Banishment, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Circle of Power, Geas[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Champion Challenge.[\/i] As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.\r\n[i]\r\n\r\nTurn the Tide.[\/i] As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.\r\n\r\n\r\n\r\n[b]Divine Allegiance[\/b]\r\nStarting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.\r\n\r\n\r\n\r\n[b]Unyielding Saint[\/b]\r\nStarting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.\r\n\r\n\r\n\r\n[b]Exalted Champion[\/b]\r\nAt 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\r\n\r\nYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\r\nYour allies have advantage on death saving throws while within 30 feet of you.\r\nYou have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\r\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Devotion[\/h1]\r\n\r\nThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels \u2013 the perfect servants of good \u2013 as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.\r\n\r\n\r\n\r\n\r\n[b]Tenets of Devotion[\/b]\r\nThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n[i]Honesty.[\/i] Don't lie or cheat. Let your word be your promise.\r\n\r\n[i]Courage[\/i]. Never fear to act, though caution is wise.\r\n\r\n[i]Compassion[\/i]. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n[i]Honor.[\/i] Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n[i]Duty.[\/i] Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Protection from Evil and Good, Sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Lesser Restoration, Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Beacon of Hope, Dispel Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Freedom of Movement, Guardian of Faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Commune, Flame Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Sacred Weapon.[\/i] As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n[i]Turn the Unholy[\/i]. 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.\r\nA 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.\r\n\r\n\r\n\r\n[b]Aura of Devotion[\/b]\r\nStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Purity of Spirit[\/b]\r\nBeginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.\r\n\r\n\r\n\r\n[b]Holy Nimbus[\/b]\r\nAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Glory[\/h1]\r\n\r\nPaladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.\r\n\r\n\r\n\r\n\r\n[b]Tenets Of Glory[\/b]\r\nThe tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.\r\n\r\n[i]Actions over Words[\/i]. Strive to be known by glorious deeds, not words.\r\n\r\n[i]Challenges Are but Tests.[\/i] Face hardships with courage, and encourage your allies to face them with you.\r\n\r\n[i]Hone the Body.[\/i] Like raw stone, your body must be worked so its potential can be realized.\r\n\r\n[i]Discipline the Soul[\/i]. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends\r\n\r\n\r\n\r\n[b]Tenets Of Glory[\/b]\r\nThe tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.\r\n\r\n[i]Actions over Words[\/i]. Strive to be known by glorious deeds, not words.\r\n\r\n[i]Challenges Are but Tests[\/i]. Face hardships with courage, and encourage your allies to face them with you.\r\n\r\n[i]Hone the Body[\/i]. Like raw stone, your body must be worked so its potential can be realized.\r\n\r\n[i]Discipline the Soul.[\/i] You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Guiding Bolt, Heroism[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Enhance Ability, Magic Weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Haste, Protection From Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Compulsion, Freedom Of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Commune, Flame Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\r\n\r\n[i]Peerless Athlete[\/i]. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).\r\n\r\n[i]Inspiring Smite[\/i]. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.\r\n\r\n\r\n\r\n\r\n\r\n[b]Aura of Alacrity[\/b]\r\nAt 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.\r\n\r\nWhen you reach 18th level in this class, the range of the aura increases to 10 feet.\r\n\r\n\r\n\r\n\r\n[b]Glorious Defense[\/b]\r\nWhen you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[b]Living Legend[\/b]\r\nAt 20th level, you can empower yourself with the legends \u2014 whether true or exaggerated \u2014 of your great deeds. As a bonus action, you gain the following benefits for 1 minute:\r\n\r\nYou are blessed with an otherworldly presence, gaining advantage on all Charisma checks.\r\nOnce on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.\r\nIf you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.\r\n\r\n\r\n\r\n\r\n[h1]Oath of Redemption[\/h1]\r\n\r\nThe Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.\r\nWhile redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.\r\n\r\n\r\n\r\n\r\n[b]Tenets of Redemption[\/b]\r\nThe tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.\r\n\r\n[i]Peace.[\/i] Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.\r\n\r\n[i]Innocence.[\/i] All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.\r\n\r\n[i]Patience.[\/i] Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.\r\n\r\n[i]Wisdom[\/i]. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Sanctuary, Sleep[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Calm Emotions, Hold Person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Counterspell, Hypnotic Pattern[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Otiluke's Resilient Sphere, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Hold Monster, Wall of Force[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Emissary of Peace.[\/i] You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.\r\n\r\n[i]Rebuke the Violent.[\/i] You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.\r\n\r\n\r\n\r\n\r\n\r\n[b]Aura of the Guardian[\/b]\r\nStarting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]Protective Spirit[\/b]\r\nStarting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren\u2019t incapacitated.\r\n\r\n\r\n\r\n[b]Emissary of Redemption[\/b]\r\nAt 20th level, you become an avatar of peace, which gives you the following benefits.\r\n\r\nYou have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\r\nWhenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.\r\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Vengeance[\/h1]\r\n\r\nThe Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside \u2013 at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins \u2013 sometimes called avengers or dark knights \u2013 their own purity is not as important as delivering justice.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]Tenets of Vengeance[\/b]\r\nThe tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.\r\n\r\n[i]Fight the Greater Evil.[\/i] Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.\r\n\r\n[i]No Mercy for the Wicked. [\/i]Ordinary foes might win my mercy, but my sworn enemies do not.\r\n\r\n[i]By Any Means Necessary.[\/i] My qualms can't get in the way of exterminating my foes.\r\n\r\n[i]Restitution[\/i]. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Bane, Hunter's Mark[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Hold Person, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Haste, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Banishment, Dimension Door[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Hold Monster, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Abjure Enemy.[\/i] As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.\r\nOn a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.\r\nOn a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.\r\n[i]\r\nVow of Enmity[\/i]. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.\r\n\r\n\r\n\r\n\r\n\r\n[b]Relentless Avenger[\/b]\r\nBy 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.\r\n\r\n\r\n\r\n\r\n[b]Soul of Vengeance[\/b]\r\nStarting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.\r\n\r\n\r\n\r\n\r\n[b]Avenging Angel[\/b]\r\nAt 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\r\n\r\nWings sprout from your back and grant you a flying speed of 60 feet.\r\nYou emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of the Watchers[\/h1]\r\n\r\nThe Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.\r\nPaladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]Tenets of the Watchers[\/b]\r\nA paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.\r\n\r\n[i]Vigilance[\/i]. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.\r\n\r\n[i]Loyalty.[\/i] Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.\r\n\r\n[i]Discipline[\/i]. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.\r\n\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spels[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Alarm, Detect Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Moonbeam, See Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Counterspell, Nondetection[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Aura of Purity, Banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Hold Monster, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\r\n\r\n[i]Watcher's Will[\/i] You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.\r\n\r\n[i]Abjure the Extraplanar [\/i]You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. 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 take the Dodge action.\r\n\r\n\r\n\r\n\r\n\r\n[b]Aura of the Sentinel[\/b]\r\nAt 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n\r\n[b]Vigilant Rebuke[\/b]\r\nAt 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.\r\n\r\n\r\n\r\n\r\n[b]Mortal Bulwark[\/b]\r\nAt 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:\r\n\r\nYou gain truesight with a range of 120 feet.\r\nYou have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.\r\nWhen 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.\r\nOnce 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.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Oath of the Open Sea[\/h1]\r\n[\/b]\r\nThe Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]Tenets of the Open Sea[\/b]\r\nNo Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.\r\n\r\n[i]Trust the Skies.[\/i] The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.\r\n\r\n[i]Adapt like the Water.[\/i] The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.\r\n\r\n[i]Explore the Uncharted.[\/i] The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.\r\n\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Create or Destroy Water, Expeditious Retreat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Augury, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Call Lightning, Tidal Wave[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Control Water, Freedom Of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Commune With Nature, Maelstrom[\/td]\r\n[\/tr]\r\n[\/table]\r\nChannel Divinity\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n[i]Marine Layer.[\/i] As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.\r\n[i]\r\nFury of the Tides[\/i]. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.\r\n\r\n\r\n\r\n\r\n\r\nAura of Liberation\r\nStarting at 7th level, you emanate an aura while you\u2019re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.\r\n\r\nWhen you reach 18th level in this class, the range of the aura increases to 30 feet\r\n\r\n\r\n\r\n\r\n[b]Stormy Waters[\/b]\r\nAt 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.\r\n\r\n\r\n\r\n[b]Mythic Swashbuckler[\/b]\r\nAt 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:\r\n\r\nClimbing costs no additional movement, and you have advantage on Strength (Athletics) checks.\r\nIf you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.\r\nYou can take the Dodge action as a bonus action.\r\nYou have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Leadership[\/h1]\r\nPaladins who swear the Oath of Leadership reject lofty idealism\r\nand swear a personal commitment to those under their charge.\r\nWhether they be sea captains, military officers, or mercenary\r\nleaders, these knights believe that command is a sacred contract\r\nof service and not a means to an end. Their oath bids them to\r\nprotect, guide, and do right by those that would follow them.\r\n\r\n\r\n\r\n\r\n[b]Tenets of Leadership[\/b]\r\nThe tenets of the Oath of Leadership demands a paladin do right\r\nby those who they are responsible for.\r\n\r\n[i]Burden of Leadership[\/i]. You are in service of those who follow\r\nyou, and you bear responsibility for the actions of your followers.\r\n\r\n[i]Chart the Course.[\/i] A leader\u2019s duty is to chart a path forward. Be\r\nthoughtful, but decisive. Determine the necessary steps and\r\nfollow through to the end.\r\n\r\n[i]Create Unity.[\/i] The strength of many exceeds the strength of an\r\nindividual. Bring people together toward a shared goal.\r\n\r\n[i]Lead by Example.[\/i] Never give an order that you yourself would\r\nnot follow.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed in the Oath of\r\nLeadership Spells table. See the Sacred Oath class feature for how\r\noath spells work.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]command, sanctuary[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]calm emotions, enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]beacon of hope, mass healing word[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]aura of purity, compulsion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]conjure volley, mass cure wounds[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options.\r\n\r\n[i]Captain\u2019s Command.[\/i] As a bonus action, you can\r\nuse your Channel Divinity to call out to one creature\r\nyou can see within 60 feet of you. If it can hear you,\r\nthe creature can use its reaction to take the\r\nAttack (one weapon attack only), Dash, Dodge,\r\nor Use an Object action.\r\nThe number of creatures you can call out to when\r\nyou use this Channel Divinity increases when you\r\nreach higher levels in this class, to two creatures at 7th level,\r\nthree creatures at 15th level, and four creatures at 20th level.\r\n\r\n[i]Together We Triumph[\/i]. When you succeed on a saving throw\r\nagainst an effect that targets at least one other creature within\r\n30 feet of you, you can use your reaction to use your Channel\r\nDivinity to choose a number of creatures up to your Charisma\r\nmodifier (minimum of 1 creature) that you can see within\r\n30 feet of you. If a chosen creature can see or hear you, it\r\nautomatically succeeds its the saving throw against the\r\ntriggering effect. You can choose to use this Channel\r\nDivinity after all the saving throws are rolled, but\r\nbefore the outcomes are determined.\r\n\r\n\r\n\r\n\r\n[b]Aura of Morale[\/b]\r\nStarting at 7th level, you radiate an aura of confidence that\r\ninspires those who follow you. When you score a critical hit or\r\nreduce a creature to 0 hit points, you can choose any number of\r\ncreatures other than yourself within 10 feet of you. If a chosen\r\ncreature can see or hear you, it gains temporary hit points equal to\r\nyour Charisma modifier (minimum of 1 hit point), which last for\r\n1 minute. While a creature has these hit points, it has advantage\r\non attack rolls and ability checks.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]Aegis of Trust[\/b]\r\nStarting at 15th level, those who follow you are protected by their\r\ntrust in you. While a creature has temporary hit points granted by\r\nyou, it has resistance to all damage.\r\n\r\n\r\n\r\n[b]Commanding Presence[\/b]\r\nAt 20th level, you can manifest divine power to become an avatar\r\nof unquestionable authority. You can use your action to gain the\r\nfollowing benefits for 1 minute:\r\n\u2022 You can cause your voice to boom up to ten times as loud as\r\nnormal and be audible from up to 1 mile away.\r\n\u2022 When you deal damage to a creature with your Divine Smite,\r\nyou can mark it for your allies to strike down. Until the start of\r\nyour next turn, the creature takes an additional 1d8 radiant\r\ndamage whenever it is hit by an attack.\r\n\u2022 You can cast command as a bonus action on your turn, without\r\nexpending a spell slot.\r\nOnce you use this feature, you can\u2019t use it again until you finish a\r\nlong rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of the North Star[\/h1]\r\nKnights who swear an oath to the north star aid and guide\r\ntravelers along their way. They take after the star itself,\r\nreliable and steadfast in even the darkest of times.\r\n\r\n\r\n\r\n\r\n\r\n[b]Tenets of the North Star[\/b]\r\nA paladin who takes this oath swears on a star in the sky on a\r\nclear night.\r\n\r\n[i]Show the Way.[\/i] It is your duty to guide the lost back onto\r\nthe righteous path. Otherwise, those who are lost will never\r\nfind their way.\r\n\r\n[i]Stand Strong.[\/i] Do not waver or break formation. Many rely\r\non you, and for them you must stand strong.\r\n\r\n[i]Shine in the Night[\/i]. Without the light above, the night\r\nwould be dark. Shine bright and defend against the darkness.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed in the Oath of\r\nthe Stars Spells table. See the Sacred Oath class feature for\r\nhow oath spells work\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]color spray, magic missile[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]calm emotions, enthrall[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]blink, hypnotic pattern[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]aura of purity, guardian of faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]circle of power, flame strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n.\r\n\r\n\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following\r\ntwo Channel Divinity Options. See the Sacred Oath class\r\nfeature for how Channel Divinity works.\r\n\r\n[i]Soothing Light [\/i]You can use your Channel Divinity to call\r\nout to your allies, reassuring and bolstering them. As a bonus\r\naction, choose a number of creatures up to your Charisma\r\nmodifier (minimum one creature) within 60 feet of you that\r\ncan see or hear you. Each target gains a number of temporary\r\nhit points equal to your paladin level and is immediately freed\r\nfrom the frightened or charmed conditions.\r\n\r\n[i]Stellar Glow[\/i]. As a bonus action, you can use your Channel\r\nDivinity to surround yourself in stardust. You emit dim light in\r\na 5-foot radius for one minute. Attacks made at creatures\r\nwithin this dim light (including you) are at advantage. You can\r\nend this effect as a bonus action on your turn.\r\n\r\n\r\n\r\n\r\n[b]Aura of Stardust[\/b]\r\nStarting at 7th level, you emit an aura of starlight around you\r\nwhile you're not incapacitated, casting dim light in a 10-foot\r\nradius around you. You can activate or suppress this this aura\r\nas a bonus action.\r\nWhen an invisible creature moves within 10 feet of you for\r\nthe first time on a turn or starts its turn there, it must succeed\r\na Dexterity saving throw against your paladin spell save DC or\r\nbecome coated in tiny motes of stardust. While coated in this\r\nway, the affected creature can't benefit from being invisible.\r\nThese motes of stardust disappear once the affected creature\r\nmoves out of the range of your aura.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Polaris[\/b]\r\nAt 15th level, you are an immovable bastion on the battlefield.\r\nWhile you are conscious, you cannot be pushed or moved\r\ninvoluntarily. Additionally, you have advantage on ability\r\nchecks and saving throws against being knocked prone.\r\n\r\n\r\n\r\n[b]Supernova[\/b]\r\nAt 20th level, you gain the ability become the realization of the\r\nend of a star's life. As an action, you can magically infuse\r\nyourself with starlight, gaining the following benefits for 1\r\nminutes:\r\nYou emit bright light in a 60-foot radius and dim light for\r\nan additional 60 feet.\r\nYour weapon attacks deal an additional 3d8 radiant\r\ndamage on a hit.\r\nWhen you use your Divine Smite feature, double the\r\nnumber of dice rolled for the radiant damage.\r\nOnce you use this feature, you can't use it again until you\r\nfinish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Fervor[\/h1]\r\nThe Oath of Fervor calls to paladins that are driven by fiery ideals\r\nfrom which they would never back down. Sometimes called red\r\nknights, phoenix knights, or simply zealots, these paladins hold\r\nno one set of goals\u2014their oath dictates the way that they strive\r\ntowards their goals, rather prescribing what those goals should be.\r\nAs such, the paladins of this oath may be of any alignment, and\r\ncould hold many opposing ideals. Their consistency is in their\r\nimpulsiveness, which hurts them as often as it helps.\r\n\r\n\r\n\r\n[b]Tenets of Fervor[\/b]\r\nThe tenets of the Oath of Fervor inspire a paladin to always take\r\naction and never back down.\r\n\r\n[i]Aggression.[\/i] Hesitation is weakness. Act quickly and with\r\npurpose, for many opportunities last but a moment.\r\n\r\n[i]Passion[\/i]. Do not give up on the things you are passionate about,\r\nno matter what stands in your way.\r\n\r\n[i]Rebirth.[\/i] Do not fear death, for fate is on your side. Trust that\r\nyour companions will bring you back from the dead, and promise\r\nto do the same for them.\r\n\r\n\r\n\r\n\r\nOath Spells\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]burning hands, heroism[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]flaming sphere, heat metal[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]crusader\u2019s mantle, revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]aura of purity, fire shield[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]circle of power, reincarnate[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following\r\ntwo Channel Divinity options.\r\n\r\n[i]Cleansing Flame[\/i]. As an action, you present your holy symbol\r\nand speak a prayer against fiends and undead, using your Channel\r\nDivinity. Each fiend or undead that can see or hear you within 30\r\nfeet of you must make a Constitution saving throw. A target takes\r\nfire damage equal to your paladin level on a failed save, or half\r\nas much damage on a successful one. This damage ignores fire\r\nresistance. Also on a failed save, a target becomes incapacitated\r\nby a burning pain for 1 minute. The incapacitated creature can\r\nrepeat this saving throw at the end of each of its turns, ending the\r\neffect on itself on a success.\r\n\r\n[i]Fervent Blade[\/i]. As a bonus action, you imbue a melee weapon\r\nyou\u2019re holding with magical energy, using your Channel Divinity.\r\nFor 1 minute, the weapon\u2019s damage type becomes fire, lightning,\r\nor radiant (your choice), and it emits bright light in a 10-foot\r\nradius and dim light 10 feet beyond that.\r\nWhenever you hit a creature with this weapon, that creature\r\nsuffers an effect based on the damage type you chose. If you\r\nchose fire, you can roll your damage roll twice and take the\r\nhigher of the two rolls. If you chose lightning, the target can\u2019t\r\ntake reactions until the start of your next turn. If you chose\r\nradiant, the target sheds dim light in a 5-foot radius and can\u2019t\r\nbenefit from invisibility until the start of your next turn.\r\n\r\n\r\n\r\n\r\n\r\nAura of Rebirth\r\nStarting at 7th level, you emanate an aura that helps others return\r\nfrom the brink of death. Friendly creatures within 10 feet of you\r\ngain advantage on death saving throws while you are conscious.\r\nAdditionally, corpses and other remains within 10 feet of you\r\nare protected from decay and can\u2019t become undead while you are\r\nconscious. This also effectively extends the time limit on raising\r\ncreatures from the dead, since time spent within the aura doesn\u2019t\r\ncount against the time limit of spells such as raise dead.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]Inner Flame[\/b]\r\nAt 15th level, the fiery spirit within you refuses to go out. You\r\ngain resistance to fire damage, advantage on death saving throws,\r\nand any spell that has the sole effect of restoring you to life (but\r\nnot undeath) doesn\u2019t need material components to be cast on you.\r\n\r\n\r\n\r\n[b]Zealous Champion[\/b]\r\nStarting at 20th level, you can use your action to invigorate\r\nyourself, granting you the following benefits for 1 minute:\r\n\u2022 Your speed is increased by 10 feet.\r\n\u2022 You regain 5 hit points at the start of each of your turns.\r\n\u2022 When you use your Divine Smite, you can choose for it to deal\r\nfire or lightning damage, rather than radiant damage. If you\r\nchoose fire, the damage dice of the smite become d12s, rather\r\nthan d8s. If you choose lightning, a bolt jumps to another target\r\nyou can see within 15 feet of the creature you smited. That\r\ncreature must make a Dexterity saving throw, taking the full\r\nsmite damage on a failed save, or half as much damage on a\r\nsuccessful one. If you choose radiant, you gain 2d4 temporary\r\nhit points, plus 1d4 temporary hit points for each slot level of\r\nthe smite above 1st.\r\nOnce you use this feature, you can\u2019t use it again until you\r\nfinish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Truth[\/h1]\r\nThe Oath of Truth is sworn to the ideals of knowledge, integrity,\r\nand sincerity. Sometimes called seekers, paladins who swear this\r\noath are often scholars that devote themselves to the pursuit of\r\nknowledge. These paladins are not content with merely knowing\r\nthe truth, however\u2014they also devote themselves to upholding it.\r\nThey refuse to utter lies or deceptions, and make it their duty to\r\ncorrect any falsehoods they come across.\r\nPaladins that follow the Oath of Truth often adorn their armor\r\nand clothing with angelic images, including wings and halos, as\r\nthey idealize the angelic ability to perfectly tell truth from lie.\r\nImages of eyes are also common, whether incorporated into their\r\ncoat of arms or even tattooed upon their body.\r\n\r\n\r\n\r\n[b]Tenets of Truth[\/b]\r\nThough those that take this oath do so for an array of reasons,\r\nthey generally all follow these core tenets:\r\n\r\n[i]Hone Your Knowledge[\/i]. As an arbiter of truth, you must have\r\nenough information to tell truth from fiction.\r\n\r\n[i]Set Things Straight[\/i]. When you hear a lie, it it your duty to\r\ncorrect it and let the truth be known\r\n[i]\r\nSpeak Only Truth[\/i]. Never utter a lie, under any circumstance.\r\n\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]detect evil and good, detect magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]see invisibility, zone of truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]clairvoyance, daylight[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]arcane eye, divination[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]commune, legend lore[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two\r\nChannel Divinity options.\r\n[i]Divine Perception.[\/i] You can use your Channel Divinity to\r\naugment your senses. As a bonus action, you grant yourself a +5\r\nbonus to Wisdom (Insight) and Wisdom (Perception) checks for\r\nthe next 10 minutes.\r\n[i]Truthseeker\u2019s Will[\/i]. As a bonus action, you can use your\r\nChannel Divinity to seek out your foes. For 1 minute, your\r\nspeed is increased by 10 feet, and you gain darkvision to\r\na range of 60 feet if you don\u2019t already have it. If you\r\nalready have darkvision, its range instead increases by\r\n30 feet. Also, each hostile creature within 60 feet of you\r\nmust succeed on a Wisdom saving throw or become marked\r\nfor the same duration. Fey, fiends, and undead have disadvantage\r\non this saving throw.\r\nIf a marked creature is within the range of your darkvision,\r\nyou gain the following benefits against it:\r\n\u2022 You can see the marked creature, even if it is invisible or\r\nobscured in some way (such as being behind cover). If the\r\ncreature is a shapechanger, you can see its true form.\r\n\u2022 Against the creature, your melee weapon attacks have a\r\n30-foot increased reach, and their damage type becomes\r\npsychic if the target is outside of your normal reach. These\r\nattacks strike directly at the creature\u2019s mind without any\r\nprojectile, and therefore ignore cover.\r\n\r\n\r\n\r\n\r\n[b]Aura of Insight[\/b]\r\nStarting at 7th level, a magical aura begins to lie upon you,\r\ndivining information about surrounding creatures. If a creature is\r\nwithin 10 feet of you, you learn of any damage resistances and\/or\r\nimmunities that the creature possesses. Also, the DM tells you if\r\nthe creature is your equal, superior, or inferior in regard to the\r\nfollowing characteristics:\r\n\u2022 Armor Class\r\n\u2022 Current hit points\r\n\u2022 Total class levels (if any)\r\n\u2022 Paladin class levels (if any)\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]All-Seeing[\/b]\r\nBeginning at 15th level, you are always under the effects of a see\r\ninvisibility spell. Also, for you see invisibility now has a range of\r\n30 feet, rather than self, allowing you to grant its effects to\r\nanother creature within range when you cast it.\r\n\r\n\r\n\r\n[b]Angel of Truth[\/b]\r\nAt 20th level, you can assume an angelic form, becoming an\r\nultimate arbiter of truth. Using your action, you undergo a\r\ntransformation. For 1 hour, you gain the following benefits:\r\n\u2022 Feathered wings sprout from your back, granting you a flying\r\nspeed of 60 feet.\r\n\u2022 You know when you hear a lie. This ability allows you to\r\nknow when something explicitly untruthful is said; it does not\r\ndetect misleading yet literally true statements.\r\n\u2022 As a bonus action, you can point to a creature you can see\r\nwithin 30 feet of you and force it to make a Wisdom saving\r\nthrow against your spell save DC. On a failed save, the\r\ncreature becomes caged in white light until the end of your\r\nnext turn or until it takes any damage. For the duration, the\r\ncreature\u2019s speed is 0, it sheds dim light in a 10-foot radius, it\r\ncan\u2019t benefit from being invisible, and attacks against it are\r\nmade with advantage.\r\nOnce you use this feature, you can't use it\r\nagain until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of the Grave[\/h1]\r\nThe Oath of the Grave is a seldom practised tradition, most\r\ncommonly reserved for the followers of the Raven Queen.\r\nSometimes called winter knights, black knights, or grave knights,\r\nthese paladins serve as protectors of the sacred passings into the\r\nafterlife. They constantly struggle against the forces of undeath,\r\nas they see them as the most unholy abominations that blight this\r\nland. They adorn themselves with images of death and winter -\r\nskulls, ravens, or similar symbols of their patron gods.\r\n\r\n\r\n\r\n\r\n[b]Tenets of the Grave[\/b]\r\nThe tenets of the Oath of the grave have been passed down for\r\ngenerations. This oath emphasizes the passing between the\r\nwarmth of life to the everlasting cold of death, and punishes those\r\nthat defile this passing with the unholy raising of undead.\r\n\r\n[i]Annihilate the Unholy.[\/i] The undead and those who foster them\r\nare unholy and wicked. Destroy them before they defile more\r\nthan they have already\r\n\r\n[i]Preserve the Righteous.[\/i] Death should not come early to those\r\nwho have led a blessed life . Preserve the righteous, so they may\r\nlive on without fear.\r\n\r\n[i]Let Souls Pass On.[\/i] Every soul deserves its place in the\r\nafterlife. When you see a creature forced into undeath, let its soul\r\ngo free.\r\n\r\n[i]Accept Death[\/i]. Death comes to all eventually. Accept it, and\r\nyou will find a place in the afterlife.\r\n\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]inflict wounds, ice knife[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]gentle repose, Snilloc\u2019s snowball swarm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]sleet storm, speak with dead[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]blight, ice storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]cone of cold, destructive wave[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the following two\r\nChannel Divinity options.\r\n\r\n[i]Icy Repose[\/i]. As an action, you present your holy symbol and\r\nspeak a prayer against undeath, using your Channel Divinity.\r\nEach undead that can see or hear you within 30 feet of you must\r\nmake a Wisdom saving throw. If the creature fails its saving\r\nthrow, it takes cold damage equal to your paladin level, and is\r\nfrozen for 1 minute or until it takes damage again.\r\nA frozen creature is affected by the petrified condition until the\r\nfrozen effect ends, at which point the creature is freed and able to\r\nact normally.\r\n\r\n[i]Restbringer.[\/i] As action, you can imbue one weapon that you are\r\nholding with necrotic energy, using your Channel Divinity. For 1\r\nminute, you add 1 + your Charisma modifier necrotic damage\r\n(minimum 1) to your damage rolls made with that\r\nweapon. Additionally, hitting a target with the weapon marks\r\nthem until the end of your next turn. A marked target can\u2019t regain\r\nhit points, and if it dies while marked, it can\u2019t become undead.\r\nYou can end this effect on your turn as part of any other action.\r\nIf you are no longer holding or carrying this weapon, or if you fall\r\nunconscious, this effect ends.\r\n\r\n\r\n\r\n\r\n\r\n[b]Aura of Preservation[\/b]\r\nStarting at 7th level, you and friendly creatures within 10 feet of\r\nyou have resistance to necrotic damage, and cannot be charmed,\r\nfrightened, or possessed by undead creatures.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]Soul of Demise[\/b]\r\nBy 15th level, your restbringer feature has become far more\r\npowerful. The duration of restbringer increases to 10 minutes,\r\nand any creature marked by the feature has their speed reduced\r\nby 10 feet. Additionally, if a marked creature dies, that creature\r\ncan\u2019t be raised from the dead for the next 30 days, outside of\r\nusing a wish spell.\r\n\r\n\r\n\r\n\r\n[b]Reaper of Winter[\/b]\r\nAt 20th level, as an action, you can surround yourself with a\r\ndeathly chill. For 1 minute, swirls of chilling wind surround you\r\nin a 30 foot radius.\r\nWhenever an enemy creature starts its turn in the area, the\r\ncreature takes 10 cold damage and their movement speed is\r\nreduced by 10 feet until the start of their next turn.\r\nIn addition, whenever a creature dies within the area, you gain\r\n20 temporary hit points.\r\nOnce you use this feature, you can\u2019t use it again until you\r\nfinish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Pestilence[\/h1]\r\n\r\nClad in grime-soaked armor and wielding rusting\r\nweapons, the Oath of Pestilence paladin spreads\r\ncorruption, disease, and filth. Bound by an oath which\r\ninfests their bodies with all manner of plagues, these\r\nheralds of decay lumber forward with unholy toughness\r\nand grim resolve.\r\n\r\n\r\n\r\n\r\n[b]Tenets of Pestilence[\/b]\r\nThe tenets of the Oath of Pestilence emphasize the role of\r\ndisease as a purifying element in the cycle of life.\r\n\r\n[i]Strength in Resilience[\/i]. Surviving hardship and\r\nplague make you stronger. Spreading these things causes\r\nstrength to flourish.\r\n\r\n[i]All Things Must Pass[\/i]. Death is the natural\r\nconclusion of life. There is nothing unnatural or amoral\r\nabout the ending of life.\r\n\r\n[i]Might Makes Right.[\/i] The laws of mortals mean\r\nnothing to poxes and plagues, they go where they wish\r\nand take what they want. So should you.\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed in the\r\nOath of Pestilence Spells table. See the Sacred Oath\r\nclass feature for how oath spells work.\r\n[table]\r\n[tr]\r\n[th]Levels[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]bane, inflict wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]acid arrow, ray of enfeeblement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]flash fever, stinking cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]blight, confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]contagion, insect plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing Channel Divinity options:\r\n\r\n[i]Debilitating Fever[\/i]. Your touch inflicts disease.\r\nMake a melee spell attack against a creature within\r\nyour reach that isn\u2019t a construct or undead. On a hit,\r\nthe creature becomes diseased and is incapacitated for\r\n1 minute. At the end of each of the diseased target\u2019s\r\nturns, the target can make a Constitution saving throw.\r\nOn a success, the target is no longer diseased, and the\r\neffect ends.\r\nSince this ability induces a natural disease in its\r\ntarget, any effect that removes a disease or otherwise\r\nameliorates a disease\u2019s effects apply to it.\r\n\r\n[i]Entropic Infection[\/i]. You can use your Channel\r\nDivinity to weaken a creature against entropic energies.\r\nAs an action, you can force a creature of your choice that\r\nyou can see within 30 feet of you to make a Constitution\r\nsaving throw. On a failed save, for the next minute the\r\ncreature takes an additional 2d6 damage the first time it\r\ntakes necrotic damage each turn. During this time, the\r\ncreature loses resistance to necrotic damage if it has it.\r\n\r\n\r\n\r\n\r\n\r\n[b]Aura of Rampant Sickness[\/b]\r\nStarting at 7th level, you emit an aura of contagion and\r\nvirulence to a range of 10 feet. When a creature within\r\nyour aura makes an ability check, attack roll, or saving\r\nthrow you can give that roll disadvantage as a reaction.\r\nOnce you do, you can\u2019t give another roll disadvantage\r\nusing this feature until the start of your next turn.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Disgusting Resilience[\/b]\r\nAt 15th level, when you take damage which would\r\nreduce you to 0 hit points, you can choose to expend any\r\nnumber of hit dice. Roll those dice and subtract the result\r\nfrom the damage taken. If this reduces the damage to 0,\r\nyou don\u2019t take any damage.\r\nIn addition, if you are killed your corpse violently\r\nexplodes in a shower of pus and gore, dealing 8d6\r\nnecrotic damage to creatures within 20 feet of you that\r\nfail a Constitution saving throw.\r\n\r\n\r\n\r\n[b]Plaguebringer[\/b]\r\nAt 20th level, you become an avatar of plague, which\r\ngives you the following benefits:\r\n\u2022 You have resistance to necrotic damage and are\r\nimmune to poison damage and the poisoned condition.\r\n\u2022 Your hit point maximum can\u2019t be reduced.\r\nCreatures of your choice who start their turn within\r\n5 feet of you, or who move within 5 feet of you on their\r\nturn, take necrotic damage equal to your Charisma\r\nmodifier. Once a creature takes damage from this ability,\r\nit can\u2019t take damage from it again until the start of its\r\nnext turn.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Zeal[\/h1]\r\n\r\nThe Oath of Zeal is taken by paladins consumed by\r\nhatred for a specific group or ideology. Zealots,\r\nas these paladins are sometimes called, pursue an\r\ninquisition against their enemies at all costs. They\r\nabandon compassion and honor as impediments to the\r\nmore important work of ridding the world of those they\r\ndeem dangerous or heretical.\r\n\r\n\r\n\r\n\r\n\r\n[b]Tenets of Zeal[\/b]\r\nThe tenets of the Oath of Zeal are serious and severe, as\r\nare those paladins who choose to take them.\r\n\r\n[i]Uncover Corruption[\/i]. Darkness cannot abide the\r\nlight of day. Wickedness must be revealed before it\r\ncan be destroyed.\r\n\r\n[i]Purge the Heretics[\/i]. Heresy is a tumor that spread\r\nthrough the hearts of the innocent. Cut it out at the source.\r\n\r\n[i]No Mercy.[\/i] The righteous path requires unwavering\r\nconviction and unflinching resolve.\r\n\r\n[i]By Any Means Necessary[\/i]. There is no sacrifice too\r\ngreat when it comes to defeating the wicked.\r\n\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]detect evil and good, hunter\u2019s mark[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]detect thoughts, knock[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]fear, tongues[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]divination, locate creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]insect plague, scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing two Channel Divinity options:\r\n\r\n[i]Mark of the Heretic[\/i]. You can use your Channel\r\nDivinity to mark a creature as a heretic. As a bonus\r\naction, choose a creature you can see within 30 feet and a\r\nweeping symbol appears on it. For the next minute, your\r\nweapon attacks against the chosen creature score a critical\r\nhit on a roll of 19 or 20, and each time the creature\u2019s turn\r\nstarts you can use your reaction to make one weapon\r\nattack against it.\r\n\r\n[i]Inquisitor\u2019s Eye[\/i]. You can use your Channel Di-\r\nvinity to open your senses to hidden signs of corruption\r\nand malfeasance. As a bonus action, you grant yourself\r\nadvantage on Intelligence (Investigation), Wisdom\r\n(Insight), and Wisdom (Perception) ability checks for the\r\nnext 10 minutes. During this time, you can\u2019t be surprised.\r\n\r\n\r\n\r\n[b]Aura of Clarity[\/b]\r\nBeginning at 7th level, you and friendly creatures within\r\n10 feet of you can\u2019t be blinded while you are conscious.\r\nAdditionally, creatures and objects of your choice within\r\nthis range can\u2019t benefit from being invisible.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n[b]Compel Confession[\/b]\r\nStarting at 15th level, you can cast the zone of truth spell\r\nwithout expending a spell slot. When you cast the spell\r\nwith this feature, creatures who succeed on their saving\r\nthrow take 1d4 psychic damage at the start of each of\r\ntheir turns while they remain within the affected area.\r\n\r\n\r\n\r\n\r\n[b]Apocalyptic Revelation[\/b]\r\nAt 20th level, as an action you can reveal the true nature\r\nof your enemies to all for 1 minute. During this time, you\r\ngain the following benefits:\r\n\u2022 You have truesight out to a distance of 120 feet.\r\n\u2022 Creatures who start their turn, or move within, 5 feet\r\nof you must make a Constitution saving throw against\r\nyour paladin spell save DC. On a failure, the creature\r\nis blinded until the start of its next turn.\r\n\u2022 As a bonus action on each of your turns you can choose\r\na creature within 60 feet and reveal its weaknesses for\r\nall to see. Attacks made against the chosen creature have\r\nadvantage until the start of your next turn.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]OATH OF RADIANCE[\/h1]\r\n\r\nPaladins of\r\nthe Oath of Radiance are overwhelmingly good-aligned,\r\nand most are lawful. Some reject the rigid nature of\r\nknightly orders for the life of a knight errant. Though still\r\nnearly universally good, these wayward paladins are more\r\nneutral than lawful, and they use their relative freedom to\r\nbring their light to bear as they deem it most necessary.\r\n\r\n\r\n\r\n\r\n[b]TENETS OF RADIANCE[\/b]\r\nPaladins who swear the Oath of Radiance devote\r\nthemselves to fighting the insidious powers of the Shadow\r\nRealm that darken mortal hearts and against the undead\r\nthat extinguish the light of life and replace it with hungry\r\ndarkness. Most importantly, they take it upon themselves\r\nto rescue those corrupted by Shadow or undead influence.\r\nThey will spare mortal foes in the thrall of darkness in the\r\nhope that such creatures can be redeemed.\r\n\r\n[i]Cleanse Corruption[\/i]. I will burn out all creatures born\r\nof darkness, showing no pity or mercy. I will not suffer the\r\ncompany of dark creatures, save those taken in by darkness\r\nwho I might redeem.\r\n\r\n[i]Lead with Light[\/i]. I stand open and courageous in the\r\nface of battle and will be the last of my companions to quit\r\nthe field, just as the last ray of sun leaves the day.\r\n\r\n[i]Preserve the Righteous[\/i]. I will defend those who\r\nlabor and live in fear of shadow. I will shield them from\r\nharm and keep the light upon them.\r\n\r\n[i]Redeem the Beguiled[\/i]. Those tempted into the service\r\nof darkness may yet be saved, and I will do everything\r\nin my power to bring them back to the light. I will be\r\ndiscerning in offering this mercy, but the redemption of\r\nthe corrupted is paramount.\r\n\r\n[i]Remain Pure[\/i]. I will never yield to the lies of darkness or\r\nsuffer corruption to take me. I will cleanse myself of dark\r\ntaint or die before threatening those I defend.\r\n\r\n\r\n\r\n\r\n[b]OATH SPELLS[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Lrvrl[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Guiding Bolt, Protection From Good and Evil[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Magic Weapon, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Beacon of Hope, Daylight[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Aura of Life, Fire Shield[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Banishing Smite, Greater Restoration[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[b]CHANNEL DIVINITY[\/b]\r\nWhen you take this oath at 3rd level, you gain the following\r\ntwo Channel Divinity options.\r\n\r\n[i]Dawn\u2019s Radiance[\/i]. As an action, you present your holy\r\nsymbol or a melee weapon, and it flares with the radiance\r\nof the newly-risen sun. Magical darkness within 20 feet of\r\nyou is dispelled. Thereafter, the object continues to shine\r\nfor 1 hour or until you lose possession of it. The object\r\nsheds bright light out to 20 feet and dim light 20 feet\r\nbeyond that.\r\nAn undead creature, a creature native to the Shadow\r\nRealm or with levels of shadow corruption, and any\r\ncreature harmed by sunlight (such as a creature with the\r\nsunlight sensitivity feature) suffers pain and disorientation\r\nin this radiance. The creature has disadvantage on attack\r\nrolls and on Dexterity (Stealth) and Wisdom (Perception)\r\nchecks while it, the target of its attack, or anything it is\r\ntrying to perceive is in the bright light shed by the holy\r\nsymbol or weapon.\r\n\r\n[i]Turn the Corrupted[\/i]. As an action, you present your\r\nholy symbol and speak a prayer against the corruptive\r\npower of death and shadow, using your Channel Divinity.\r\nEach undead, or creature native to the Shadow Realm or\r\nwith levels of shadow corruption, that is within 30 feet of\r\nyou and that can see or hear you must make a successful\r\nWisdom saving throw or be turned for 1 minute or until it\r\ntakes damage.\r\n\r\n\r\n\r\n\r\n[b]AURA OF RESOLVE[\/b]\r\nBeginning at 7th level, you and your allies within 10 feet\r\nof you have advantage on saving throws against spells\r\nand effects created by undead creatures and by creatures\r\nnative to the Shadow Realm or with any levels of shadow\r\ncorruption. This benefit lasts until someone fails a saving\r\nthrow that was made with advantage because of your aura\r\nof resolve. Once that happens, you must complete a short\r\nor long rest before this ability functions again.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]SOUL OF LIGHT[\/b]\r\nStarting at 15th level, you can\u2019t gain levels of shadow\r\ncorruption, you are resistant to necrotic damage and your\r\nability scores and hit point maximum can\u2019t be reduced.\r\n\r\n\r\n\r\n\r\n[b]Radiant Champion[\/b]\r\nAt 20th level, as an action, you suffuse your being with\r\ndivine radiance that brings life and burns away dark\r\ncorruption. For 1 minute, you gain the following benefits.\r\n\u2022 At the start of each of your turns, you regain 10 hit\r\npoints.\r\n\u2022 Once on your turn when you hit an undead creature,\r\na creature native to the Shadow Realm, or a creature\r\nwith any levels of shadow corruption, it must make a\r\nsuccessful Wisdom saving throw against your spell save\r\nDC or be incapacitated until the end of its next turn.\r\n\u2022 An undead creature, a creature native to the Shadow\r\nRealm, or a creature with any levels of shadow\r\ncorruption that touches you or hits you with a melee\r\nattack from within 5 feet takes 2d8 radiant damage.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of the Never Setting Stars[\/h1]\r\n\r\nHumanoid paladins with an affinity for fey creatures and\r\nthe natural world often become so-called \u2018green knights\u2019,\r\nswearing an oath to the ancient spirits of the forest. True\r\nfey creatures, however, hold themselves to higher\r\nstandards. All of them, even the vilest of the unseelie fey,\r\nshare an innate bond to nature that compels them to defend\r\nthe living and beautiful things in the world. They do not\r\nneed to swear an oath to do so; it is the entire foundation of\r\ntheir existence.\r\nInstead, fey paladins (those who are not devoted to an\r\narchfey or on a quest for vengeance) tend to choose a\r\nnarrower focus, dedicating their lives to the defense of a\r\nlocation, the protection or acquisition of an item or the\r\nperfection of a skill or creative work. Paladins of the never-\r\nsetting stars pursue their focus to the exclusion of all else,\r\nwhich sometimes leads them to exhibit extremely\r\nstrange\u2015and chaotic\u2015patterns of behavior that can only\r\nbe understood in the context of their singular goal.\r\nThis oath therefore appeals particularly to nymphs and\r\nsatyrs; the former usually swearing to defend their homes\r\nand the latter dedicating their lives to composing the\r\nperfect song.\r\n\r\n\r\n\r\n\r\n[b]Tenets of the Never-Setting Stars[\/b]\r\nAll paladins who swear this oath respect the following\r\nideals:\r\n\r\n[i]Respect the Natural World[\/i]. All living things, from the\r\nmost ancient trees to the smallest insect, are equal in your\r\neyes. You must show the same respect to all.\r\n\r\n[i]Strive for Perfection[\/i]. If a thing is worth doing, it is\r\nworth doing properly. You must always strive for\r\nperfection in all things.\r\n\r\n[i]Be the Silence.[\/i] Your quest is yours alone. You must\r\nembrace solitude and meditation, so that you may foster the\r\npeace and quiet your quest demands.\r\n\r\n[i]Stand by Your Convictions.[\/i] It is vital to remain firm\r\nand consistent in your beliefs if you wish to stay the course\r\nand succeed in your quest. Have courage in your\r\nconvictions and do not bend when the winds of change start\r\nto blow.\r\n\r\n\r\n\r\n[b]Oath Spells[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]entangle, faerie fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]hold person, invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]meld into stone, speak with plants[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]conjure woodland beings, grasping vine[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]tree stride, reincarnate[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n\r\n[b]Channel Divinity[\/b]\r\nWhen you take this oath at 3rd level, you gain the\r\nfollowing Channel Divinity options.\r\n\r\n[i]Perfect Clarity[\/i]. You can use your Channel Divinity to\r\ncompletely clear your mind, devoting yourself single-\r\nmindedly to your quest. As an action, you can say a brief\r\nmantra. For the next minute, you can't be charmed or\r\nfrightened, and any attempt to influence your thoughts or\r\nemotions using enchantment or illusion spells automatically\r\nfails.\r\n\r\n[i]Repel the Interloper[\/i]. As an action, you present your\r\nholy symbol and invoke your divine power to cast out those\r\nwho would defile your presence. All humanoids within 30\r\nfeet of you, except those you specify by name, must make a\r\nWisdom saving throw or be turned for 1 minute or until\r\nthey take damage.\r\nA turned creature must spend its turns trying to move as\r\nfar away from you as it can, and it can\u2019t willingly move to a\r\nspace within 30 feet of you. It also can\u2019t take reactions. For\r\nits action, it can use only the Dash action or try to escape\r\nfrom an effect that prevents it from moving. If there\u2019s\r\nnowhere to move, the creature can use the Dodge action.\r\n\r\n\r\n\r\n[b]Aura of Certainty[\/b]\r\nStarting at 7th level, you can project your inner sense of\r\nconviction onto others around you. You and friendly\r\ncreatures within 10 feet of you cannot be pushed, shoved or\r\nin any way subjected to involuntary movement unless they\r\nchoose to be. At 18th level, the range of this aura increases\r\nto 30 feet.\r\n\r\n\r\n\r\n[b]Misty Form[\/b]\r\nBy 15th level, your body takes on a blurred, shifting\r\nappearance that makes you very difficult to hit. Any ranged\r\nattack made against you at a distance of more than 30 feet\r\nhas disadvantage.\r\n\r\n\r\n\r\n[b]Guardian of the Wilds[\/b]\r\nAt 20th level, you gain the ability to transform into a\r\nterrible monster in defense of all that you hold dear. This\r\nability works like the spell shapechange, except that the\r\ntransformation only lasts 1 minute, you can only choose\r\none of the following forms: spirit naga, tyrannosaurus rex,\r\nor young green dragon and, if you choose the spirit naga,\r\nyou can use its spellcasting trait.\r\nOnce you use this ability, you must complete a long rest\r\nbefore using it again.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Oath of Sacrifice[\/h1]\r\nThe Oath of Sacrifice is taken by paladins that embody the ideals of selflessness and care for others above all else. These paladins forgo their own safety to defend the weak, punishing those who intend to do harm to the innocent with holy retribution.\r\nIn the Forgotten Realms, paladins of this oath likely model themselves after Ilmater, the Rack-Broken God\r\nwho oversees the benevolent necromancy associated with healing. Ilmater tends to be worshiped by those who\r\nsuffer, were oppressed, and the persecuted. Paladins of this oath are encouraged to be the bearer of the burdens of the less fortunate and meek.\r\n\r\n\r\n\r\n\r\n[b]TENETS OF SACRIFICE[\/b]\r\nThe tenets of the Oath of Sacrifice are based on charity and ensuring the well-being of others over the self.\r\n[i]Altruism.[\/i] Selflessness is the only way in which society will progress.\r\n\r\n[i]Charity.[\/i] Forgo material wealth if it can be spent toward a greater good.\r\n\r\n[i]Compassion[\/i]. Those who do no harm are precious, and you shall be their vanguard.\r\n[i]\r\nRelieve Suffering.[\/i] Go to any lengths necessary to help those in need, even if it means taking on their pain as your own\r\n\r\n\r\n\r\n[b]OATH SPELLS[\/b]\r\nYou gain oath spells at the paladin levels listed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]false life, shield of faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]gentle repose, warding bond[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Life Transferennce, Revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]aura of purity, guardian of faith[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]commune, raise dead[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n\r\n[b]CHANNEL DIVINITY[\/b]\r\n3rd-level Oath of Sacrifice feature\r\nYou gain the following two Channel Divinity options.\r\nBearer of Burdens. As a bonus action, you can use\r\nyour Channel Divinity to replenish the pool of hit points in your Lay on Hands feature by sacrificing your own health. Reduce your hit points and hit point maximum by an amount of your choice. You regain a number of hit points\r\nin your Lay on Hands pool equal to twice the reduction.\r\nAt the same time, you can also add 10 hit points into the pool by taking 1 level of exhaustion. You die if your hit point maximum is reduced to 0. This reduction to your hit point maximum and the level of exhaustion gained through the use of this Channel Divinity last until you regain the use of your Channel Divinity.\r\nBlood for Blood. When you use your Divine Smite, you can use your Channel Divinity as a part of the same attack to deal additional radiant damage. When you do, you can expend any number of your paladin Hit Dice and cause the attack to deal an additional 1d10 radiant damage per Hit Die you expended for this Channel Divinity option.\r\n\r\n\r\n\r\n\r\n[b]AURA OF THE ALTRUIST[\/b]\r\n7th- and 18th-level Oath of Sacrifice feature\r\nYou have been blessed with an aura that extends the reach of your divine healing. You can project an aura of good will out to a radius of 10 feet. You can use your Lay on Hands feature targeting any creature within the aura, as though you could touch them. When you cause a creature in the aura to regain hit points using a spell or class feature, you can choose to gain temporary hit points equal to half of the hit points you restored to the target.\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\n\r\n\r\n\r\n[b]QUELL THE AGGRESSORS[\/b]\r\n15th-level Oath of Sacrifice feature\r\nWhenever a creature you can see within 30 feet of you is attacked, you can use your reaction to move up to your speed toward the attacking creature and make one weapon attack against it.\r\nAdditionally, your hit point maximum can no longer be reduced in any way except through the use of your Bearer of Burdens Channel Divinity option\r\n\r\n\r\n\r\n\r\n[b]THE ONE WHO ENDURES[\/b]\r\n20th-level Oath of Sacrifice feature\r\nAs an action, you become a solemn visage of pensive melancholy, gaining the following benefits for 1 minute:\r\n\u2022 Tears of blood and light streak from your eyes, granting you truesight to a range of 30 feet.\r\n\u2022 You lose one level of exhaustion, your hit point maximum returns to its normal value, and you regain all of your hit points.\r\n\u2022 Whenever an enemy within 60 feet of you attacks a creature other than you, the attacker takes 10 radiant damage.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.","table_data":"Level|Prof Bonus|Features|1st|2nd|3rd|4th|5th\r\n1|+2|Divine Sense, Lay on Hands|---|---|---|---|---\r\n2|+2|fighting Style, Spellcasting, Divine Smite|2|---|---|---|---\r\n3|+2|Divine Health, Sacred Oath, Harness Divine Power|3|---|---|---|---\r\n4|+2|Ability Score Improvement|3|---|---|---|---\r\n5|+3|Extra Attack|4|2|---|---|---\r\n6|+3|Aura Of Protection|4|2|---|---|---\r\n7|+3|Oath Feature|4|3|---|---|---\r\n8|+3|Ability Score Improvement|4|3|---|---|---\r\n9|+4|---|4|3|2|---|---\r\n10|+4|Aura Of Courage|4|3|2|---|---\r\n11|+4|Improved Divine Smite|4|3|3|---|---\r\n12|+4|Ability Score Improvement|4|3|3|---|---\r\n13|+5|---|4|3|3|1|---\r\n14|+5|Cleansing Touch|4|3|3|1|---\r\n15|+5|Oath Feature|4|3|3|2|---\r\n16|+5|Ability Score Improvement|4|3|3|2|---\r\n17|+6|---|4|3|3|3|1\r\n18|+6|Aura Improvements|4|3|3|3|1\r\n19|+6|Ability Score IMprovement|4|3|3|3|2\r\n20|+6|Oath Feature|4|3|3|3|2","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"884702","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}