Paladin Oaths (5e)

## DEATH KNIGHT

(Original by Blackbando)

When a paladin falls from grace and chooses to embrace the dark powers that lie within the depths of the world, they become what is known as a death knight. Death Knights are committed to pleasing their dark masters and empowering themselves with both martial and magical prowess.

### **Tenets of The Death Knight**

Death Knight tenets are mostly based around the idea of proving yourself to your new dark deity after your death and subsequent resurrection.

**Validate Yourself:** In your previous life, you faithfully served your god with all your power, but now you must prove yourself once again. Your new deity expects loyalty and competence from you.

**Be Cautious:** Many are not fond of undead creatures, and you must do everything in your power to keep your true identity hidden from them. You've already died once, to do so again would be an embarrassment.

**The Living are Beneath:** Those ge not yet entered death or undeath are living joyfully. You have already experienced death, and must put yourself before those who still enjoy the warmth of life.

### **Oath Spells**

You gain oath spells at the paladin levels listed.

### **Channel Divinity**

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

*Doomblade:* As a bonus action, you brandish your holy symbol and shout a command word, forming a black greatsword in your hands, made of dark energy, for 1 minute. Only you can wield this weapon, and it deals 3d6 necrotic damage instead of 2d6 slashing damage. When you let go of the weapon, it disappears, but you can bring it back to your hands as a bonus action. If you are attuned to at least one magic melee weapon, you can choose for your doomblade to take on the properties of one magic melee weapon you are attuned to of your choice.

*Hellfire Orb:* As an action, you thrust your holy symbol forwards, and fire a sphere of black and red flames towards a point within 120 feet of yourself that you can see. Creatures within 20 feet of the point must make a Dexterity saving throw, taking 4d6 fire damage and necrotic damage equal to your paladin level on a failed saving throw, or half on a success.

### **Aura of the Damned**

Starting at 7th level, you and allied creatures within 10 feet of you have resistance to necrotic and radiant damage. At 18th level, the range increases to 30 feet.

### **Reaper's Duel**

Beginning at 15th level, dark energies taint your smites to prevent creatures from fleeing. When you expend a spell slot to use your Divine Smite feature on a creature, the creature must make a Wisdom saving throw. On a failed saving throw, the creature cannot willingly move more than half of its movement speed away from you, until the end of its next turn.

### **Avatar of Death**

At 20th level, as an action, you channel forth the reaper itself to become an icon of doom, for 1 minute. During the duration, you gain the following benefits:

* Your gain the benefits of your Doomblade Channel Divinity option.

* You are immune to necrotic and poison damage, and cannot be poisoned.

* When you reduce a creature to 0 hit points, you restore hit points equal to the creature's number of hit dice.

After using this feature, you must take a long rest before doing so again.

## HERETIC

You have seen the truth. The great prophets of history are false, and their clerics have been deceived; the gods are not what we thought they were. Your great revelation was a crystallizing moment, fulfilled by your oath. You will spread the truth with your voice to whoever has ears to listen, and where that does not dispel the lies, your sword might dispense its own truth.

### Tenets of Heresy

Heretics are forged in fire and live by different creeds, but they universally share the following beliefs.

**The gods are a lie**. Your revelation has shown you this that the gods as people know them do not exist, and you may never again accept a religion founded upon them.

**Their prophets are false**. Prophets of false gods, including their clerics, paladins, and priests, shall be shown the truth. If they continue to spread their lies, they shall be put to death and their temples destroyed.

**Steal from the gods**. You can siphon off the power of the gods, using it to cast your own 'divine' magic, weakening the gods in the process.

**Reveal the Truth**. Your message will never accepted easily, for people hold strongly to their beliefs. You must make them see the truth.

### Channel Divinity

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

> **Blaspheme.** You speak words of heresy, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature us unable to magically regain hit points for 24 hours.
> **Burn Effigy.** You can immolate your foes as an effigy of the gods. Choose a humanoid that you can see within 30 feet. The target must succeed on a Wisdom saving throw or be paralyzed while you maintain concentration on this effect, to a duration of 1 minute, and take 2d6 fire damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends for the target. On a failure, the creature takes an additional 1d6 fire damage.
>
>

### Aura of Unbelief

At 7th level, your iconoclasm disempowers the servants of the gods. You and all friendly creatures within 10 feet of you have advantage on saves against divine spells, those cast by clerics, paladins, druids, rangers, and other sources the DM deems appropriate.

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

### Ur Strike

Beginning at 15th level, you not only steal divine power from the gods, you can leech it from mere mortals as well. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 necrotic damage to the target and you regain hit points equal to the amount of necrotic damage dealt.

### Apostate

At 20th level, fully divorced from the will of the gods, you can assume a form empowered by the influence of your blasphemy, a minor apotheosis. You can transform into a figure composed of dark, whirling energy as an action, which lasts for 1 minute. While you are transformed, you gain the following effects:

• You are immune to all divine spells and effects.

• When you make an attack, the creature you target gains no bonus to armor class from its armor.

• Your Ur Strikes are empowered. Your Ur Strike deals 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

## OATH OF THE BEYOND

The Oath of the Beyond swears fealty to entities that lie beyond the known planes of existence. These paladins represent the mortal arm of their influence, as they seek to encroach and create a foothold in the Material Plane. To paladins who take this oath, they wholeheartedly believe that the intentions of these beings are benevolent and beneficial even though they don’t fully understand its reasons.

#### Tenets of the Beyond

A paladin who assumes the Oath of the Beyond does everything they can to spread the influence of their otherworldly benefactor.

**Spread and Assimilate.** The knowledge of the otherworldly entity and its benevolent deeds must be made known throughout all planes.

**Embrace the Unknown.** It is where your benefactor resides.

**Defer to Their Wisdom.** The wisdom of your patron is beyond your understanding, and as such must be followed whenever possible.

### Oath Spells

*3rd-level Oath of the Beyond feature*

You gain oath spells at the paladin levels listed in the Oath of the Beyond table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of the Beyond feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Mind Speech.** You can use your Channel Divinity to form a telepathic connection with another creature. As a bonus action, you can choose a creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other for 10 minutes regardless of distance. The creature doesn’t know it is connected to you in this way until you speak to it, and it can respond to you telepathically. You don’t need to share a language to understand each other.

In addition, when you first reveal your presence in the creature’s mind, you can sow its mind with primal fear. You can force it to succeed a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Whether the creature succeeds or fails the saving throw, the telepathic connection ends.

**Abjure Influence.** You can use your Channel Divinity to expel any outside influence from your mind. If you are charmed or frightened, you can use an action to stop being charmed or frightened. Additionally, if you know you are being targeted by a spell or effect that can read your mind, you can end the effect and become immune to the creature's attempts until the end of your next long rest.

### Aura of the Extraplanar

*7th-level Oath of the Beyond feature*

You emit a constantly shifting aura while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you are damaged by an attack or harmful spell, the target can use its reaction to gain resistance to that damage type until the start of its next turn.

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

### Power From Beyond

*15th-level Oath of the Beyond feature*

You can use your connection to the beyond to draw on its power. You can choose to cast one spell of 4th-level or lower from the warlock spell list without expending a spell slot or material components. This counts as a paladin spell for you. At 17th level, you can choose a spell of 5th-level or lower.

Once you use this feature, you can't do so again until you finish a long rest

### Indescribable Form

*20th-level Oath of the Beyond feature*

You take on the form of the mysterious unknown entity. As an action, you gain the following benefits for 1 minute:

* You are invisible.
* Creatures within 30 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options, unless they are aberrations.
* Mucous, translucent wings appear on your back, granting you a flying speed equal to your walking speed.

Once you use this feature, you cannot do so again until you finish a long rest.

## OATH OF BROTHERHOOD

### Tenets of Brotherhood

The tenets of the Oath of Brotherhood – sometimes called the "Bro Code" by common folk – are as old as civilization. This oath emphasizes the principles of camaraderie and spirited competition for the betterment of all involved.

***Always stand by your Bro.*** So long as your bro upholds the tenets of this oath, stand by them in victory and defeat, for in victory there is glory, and in defeat there is a good laugh and story to be shared later.

***Respect your Bro.*** Be there for your bro, even when your bro isn't there for himself. Never let your bro sacrifice dignity, and always enable your bro to be his best self.

***Call out a Bro**.* Sometimes a bro may stray from their duties. It is the responsibility of a bro to ensure that they get back on the right path and remain true to themselves, because they would do the same for you.

***Support your Bro.*** Sometimes the best thing you can do for your bro is to lend an ear and offer a kind word. All emotions, whether positive or negative, have a healthy outlet.

### Channel Divinity

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

***Call to Arms.*** You can use your Channel Divinity to imbue an ally with renewed vigor and confidence. As an action, you can compel a willing ally that you can see within 30 feet of you to use their reaction to immediately make a melee attack.

***Share the Burden**.* If an ally that you can see within 60 feet is the target of a melee or ranged attack, you can use your reaction to teleport to your ally's space and cause your willing ally to teleport into your space. You then become the target of that attack and reduce any damage taken as a result of that attack by half.

### Oath Spells

You gain oath spells at the paladin levels listed.

##### Oath of Brotherhood Spells

 5th
 9th
 13th
 17th

### Aura of Fraternity

By 7th level, your presence becomes a force of unyielding brotherhood. When a friendly creature other than you within 10 feet takes damage, you can use your reaction to magically reduce that damage by half. That creature can then use its reaction to move up to half its movement speed without provoking an attack of opportunity.

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

### Mark of Brotherhood

Starting at level 15, you can use a bonus action to mark a friendly creature within 60 feet of you for up to 1 minute. Whenever that creature takes damage, the attacker takes psychic damage equal to your charisma modifier (minimum of 1) if you're not incapacitated and can see the hostile creature.

Only 1 creature can be under this effect at any time. You can use this ability an amount of times equal to your charisma modifier (minimum of 1). You regain expended uses when you finish a long rest.

### True Wingman

At 20th level, you gain the ability to transform yourself into the embodiment of brotherhood. Using an action, you undergo a transformation. For 1 hour, you gain the following benefits:

1. Wings sprout from your back and grant you a flying speed of 60 feet.
2. You emanate an aura of solidarity with a radius of 30 feet. When an ally starts their turn in this aura, they regain HP equal to your charisma modifier (minimum of 1) if they are not incapacitated.
3. After you attack a target on your turn, all allies within 30 feet of you may immediately use a reaction to attack a target within range.

Once you use this feature, you cannot use it again until you finish a long rest.

## OATH OF CHARITY

The Oath of Charity is an arduous path. Paladins who undertake it swear to give away all they can -- their wealth, their work, and their time -- to help others. After all, there is little change one can wrought by slaying evils alone; someone must do the difficult work of helping those in need. The place of an Oath of Charity paladin is not in the dungeon, but in the temple or in the streets, where one can aid those in need. Yet many paladins who swear the Oath of Charity are not ignorant to the causes of inequality and poverty. When a petty despot would steal wealth for themselves or crime run rampant in the streets, they command the full force of their divine fury to redress the balance.

### Tenets of Charity

Paladins who swear the Oath of Charity try to abide by the following guidelines:

     ***Donate All You Can***. The purpose of your wealth is to improve the world, not yourself. Give away all you can to help those in need, but do not cripple your endeavors in doing so.

     ***Help All.*** Everyone deserves assistance, no matter their background, nationality, or history. Give to all equally and without prejudice.

     ***A Better Tomorrow.*** Strive to forge a better future, but never forget the sacrifices made along the way.

### Oath Spells

You gain oath spells at the paladin levels listed.

**Oath of Charity Spells**

 3rd

### Channel Divinity

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

     ***Alms.*** As an action, you can present an offering before the gods, using your Channel Divinity. For the next 10 minutes, you or a willing creature within range that you choose gains temporary hit points equal to your Charisma modifier at the beginning of each of their turns. In exchange, you offer up one of the following sacrifices for the duration:

* You have a -2 penalty to Armor Class.
* Your current and maximum hit points decrease by your paladin level.
* You can’t cast spells.

     ***Immeasurable Grace.*** You can use your Channel Divinity to augment your presence with divine beneficence. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

### Aura of Empathy

Starting at 7th level, you can shield others from harm. When a creature within 10 feet of you takes damage, you can use your reaction to take half the damage, rounded down, instead of the creature. At 18th level, the range of this aura increases to 30 feet.

### Benefactor

Starting at 15th level, each creature you choose within 5 feet of you has advantage on saving throws against spells and magical effects.

### Savior of the Downtrodden

By 20th level, as an action, you can assume the mantle of a champion of those in need, a shining protector and preserver. When you do so, you and each creature you choose within 60 feet of you is cured of all diseases, effects which reduce their maximum hit points or ability scores, and of the following conditions: blinded, deafened, exhaustion (1 level), paralyzed, and poisoned.

     Additionally, for the next hour, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* You have advantage on initiative rolls.
* You can use your Lay on Hands ability as a bonus action, rather than an action.

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

## OATH OF CLEANSING

In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it-- evil must be purged to ashes. A growing respect for the cleansing powers of divine fire leads these warriors to the Oath of Cleansing. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted wholly to the idea of purity by flame.

### Tenets of Cleansing

With their rigid adherence to the concept of purity, those who follow the Oath of Cleansing rarely deviate from swearing to the purest conceptions of the oath's tenets. While emphasizing purity, these paladins can be of any alignment based on what they truly believe is pure and what they see as corruption. The following are the tenets of Cleansing:

     ***Banish the darkness*** With darkness comes fear, and with the light of fire comes courage. The purity of my purpose must drive out all uncertainty, fear, and doubt I encounter.

     ***Cleanse all, even oneself.*** Evil and corruption are seeds that must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will take root deep and spread far. If corruption takes hold of my heart, it must be cleansed before anything else so that I may continue to purge evil.

     ***Leave no trace of evil.*** If those who come after can glean the truth of my enemies' evil from the ashes I leave behind, the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.

     ***Purity only through pain.*** There is no painless method for cleansing wickedness from the world, even within myself. Those who seek to purify without causing any pain will surely fail. Whatever is lost can be regained and whatever is harmed can be healed again when the corruption has been wiped out.

     ***Share the flame*** As one torch can light many others, so too will my righteous flames inspire others who are not yet corrupted to take up my cause. I will lead these tiny embers until they become their own blazing beacons of purity shining against the night.

### Oath Spells

You gain oath spells at the paladin levels listed.

**Oath of Cleansing Spells**

 3rd

### Channel Divinity

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

     ***Cloaked in Fire.*** As an action, you become shrouded in magical golden flames that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a dexterity saving throw. A target takes 2d6+ one half your paladin level fire damage on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20 ft radius and dim light for an additional 20 ft. Any creature that ends its turn within 10 feet of you takes 2d6+ half your paladin level fire damage without a save.

     ***Cleansing Flames.*** You can use your Channel Divinity to imbue a target with a cleansing flame that does not burn them. As an action, you fill one creature you can see within 60 feet with divine fire. Any creatures within the targets body or possessing the target takes fire damage equal to twice your paladin level. You can cure one disease affecting the target or end one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned. In addition, the target has advantage on all constitution and wisdom saving throws it makes until the end of your next turn, and the next weapon attack it hits with before the end of your next turn deals additional fire damage equal to your charisma modifier (minimum +1).

### Aura of Warmth

Starting at 7th level, you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures with 10 feet of you have resistance to fire, cold, and poison damage. At 18th level, this increases to 30 ft.

### Purge With Fire

Starting at 15th level, when you deal fire damage with a spell or class feature to a creature you can see within 120 feet of you, you can choose to instantly cast Dispel Magic on that creature without expending a spell slot and not requiring any components. You can do this even if you do not have Dispel Magic prepared. Once you have used this ability, you cannot do so again until you finish a short or long rest.

### Eradicating Flame

By 20th level, you can use your action to ignite one weapon you are holding with your divine flames. The weapon is engulfed in a roaring golden fire that does not harm the weapon. This fire sheds bright light in a 20 ft radius and dim light for an additional 20 ft, and lasts for 1 minute or until you stop holding the weapon. It re-ignites if you begin holding it again. The fire cannot be extinguished by normal means.

Melee attacks you make using this weapon have advantage. When you hit with an attack with the weapon, it deals an additional 1d10 fire damage and 1d10 radiant damage, and if the target is a creature or a flammable object it is lit ablaze. Until someone takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns (or your turn, if an object). If damage from the attack or the resultant fire kills the target, it is reduced to ash.

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

## OATH OF CONSPIRACY

Paladins who take the Oath of Conspiracy put themselves on a difficult, secretive path for the greater good. Those who take this oath dedicate themselves to guarding forbidden lore that would otherwise destabilize and ruin a realm’s normalcy.

Many debate on whether such an oath exists at all, as the actions of these paladins might seem hostile or evil. However, these paladins hold steadfast in the fact that their actions are for the sake of their world. They are aware that taking this oath will have them forfeit their normal lives and bind them forever in the shadows, guarding their realm from knowledge it can never know.

### Tenets of Conspiracy

No one quite knows what the tenets of this oath truly are aside from those who take it. However, a few rumours do have the following commonalities.

**Stay in the Shadows.** No one must know what we do. Exposure of our activities risk awareness of what must be hidden.

**Contain all Lore.** What we guard must never be known. The world is not yet ready.

**Purge all Evidence.** Ensure all outside knowledge of what we hide is destroyed. Those who know too much must be removed.

**Fight in the Dark.** So others can live in the light.

As a paladin of this oath, you would not have taken it if you didn’t believe what you were hiding could result in a world-ending catastrophe. Consult the Deadly Conspiracy table for what you could be keeping secret.

##### Deadly Conspiracy

 2
 3
 4

### Oath Spells

*3rd-level Oath of Conspiracy feature*

You gain oath spells at the paladin levels listed in the Oath of Conspiracy table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of Conspiracy feature*

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

***Resist.*** You can use your Channel Divinity to repel attempts to influence your emotions. As an action, you give yourself immunity to the charmed and frightened condition, which lasts for 10 minutes. If you are charmed or frightened when you use this Channel Divinity, the effect ends for you.

***Influence.*** As a bonus action, you can use your Channel Divinity to alter one’s emotions. For 1 minute, when you hit a creature with your Divine Smite, you can force it to succeed on a Wisdom saving throw or have it be charmed or frightened of you until the start of your next turn (your choice).

### Aura of Evanesce

*7th-level Oath of Conspiracy feature*

You emit a wispy aura while you’re not incapacitated. When you take damage, you can use your reaction to magically become invisible until the start of your next turn. In addition, any ally who takes damage within 5 feet of you can use its reaction to magically become invisible until the start of their next turn.

When you reach 18th level in this class, the range of the aura increases to 15 feet.

### Word of Manipulation

*15th-level Oath of Conspiracy feature*

You’ve learned to lace your words with magic to make others more susceptible to you. Whenever a creature makes a saving throw against you for spells and effects that would charm or frighten it, you can impose disadvantage on the roll.

You 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.

### Figure of Enigma

*20th-level Oath of Conspiracy feature*

You transform into the embodiment of mystery and elusiveness. As an action, you gain the following benefits for 1 minute:

* Once before the start of your next turn, when a creature you can see hits you with an attack, you can use your reaction and cause that attack to miss.
* You have advantage on Charisma checks and saving throws, as do your allies within 30 feet of you.
* You emanate an aura of compliance in a 30-foot radius. The first time a hostile creature enters the aura or starts its turn there, it must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until it takes any damage. While a creature is charmed by you, you can use a bonus action to have it move up to its speed and make an attack roll against a target of your choice. You can also sacrifice one of your attacks when you take the Attack action to command the creature to make an attack roll. If you don’t give the creature a command, it is incapacitated and has a speed of 0.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

## OATH OF DHARMA

The Oath of Dharma binds paladins to the path of generous giving. Paladins of this oath know that helping need not be tied to defeating an evil lich in its lair or participating in sanctioned quests by a kingdom. Help to those who need it can and should be given freely wherever one goes. Reassuring the common folk that there are those that still think and actively look out for them, and then following this thought with benevolent action, is central to these paladin’s ideals.

#### Tenets of Dharma

A paladin who assumes the Oath of Dharma gives and gives freely, always considering the needs of others before their own.

**Benevolence.** Share your possessions and give where you can, for doing so is its own reward.

**Compassion.** Always aid the weak and those in need. They are, by definition, in need of help which makes you, by comparison, in a position to offer it.

**Humbleness.** Never look down on others no matter their circumstances, and always discourage others from doing the same.

#### Oath Spells

*3rd-level Oath of Dharma feature*

You gain oath spells at the paladin levels listed in the Oath of Dharma table. See the Sacred Oath class feature for how oath spells work.

#### Channel Divinity

*3rd-level Oath of Dharma feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Charitable Giving.** You can use your Channel Divinity and call upon your holy power to help others in need. You can cast one of the spells listed in your Oath Spells feature without expending a spell slot. The spell also doesn’t require material components, unless they are consumed by the spell.

**Healer’s Touch.** You can use your Channel Divinity and draw out your holy symbol to strengthen the effectiveness of your healing. When you cast a spell that restores a creature’s hit points, you can draw hit points from your Lay on Hands and add any number of those hit points to the creature you are healing. If the spell affects multiple creatures, you can divide the Lay on Hands hit points in any way you wish.

You can also spend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it.

#### Aura of Protection

*7th-level Oath of Dharma feature*

You emit a protective aura while you aren’t incapacitated. You and any creatures of your choice within 10 feet of you gain a +1 bonus to AC. At 18th level, the range of this aura increases to 30 feet.

### Restore Life

*15th-level Oath of Charity feature*

Your resolve to help others in need has bolstered your healing magic. You can cast *heal* without expending a spell slot and without preparing the spell. Once you use this feature, you can’t do so again until you finish a long rest.

### Benevolent Figure

*20th-level Oath of Charity feature*

You become the embodiment of charity and compassion. As an action, you can bestow the following benefits to you and any creatures of your choice within 30 feet of yourself:

* You regain hit points up to half your current maximum and are cured of all diseases, and any negative conditions or effects.
* The next time you or any creature of your choice succeed on their next saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
* Any damaged objects are repaired instantly.

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

## OATH OF THE ELDER SIGN

Keepers encounter the Elder Sign in a multitude of ways. Some find it in the derelict pages of an antediluvian tome, yet others see its shape in their very dreams. All who gaze upon it know its authority, as instinctively as animals know to fear fire; it is an icon of power originating from beyond the veil of reality, one that no men were meant to know. You have sworn to hold the sign as its Keeper, and vowed to protect the mortal realm from the forces beyond, or vowed to tear reality asunder, and let the Elder Evils henceforth seep through.

### Tenets of the Oath of the Elder Sign

The principles held by the Keepers of the Elder sign are as esoteric as their ancient order. Dedicated to the secrets of the universe and the keeping them mercifully hidden from the world, the Keepers are a clandestine and influential organization.

     **Keep the Sign**. The Elder Sign is a tool of immense power, and must be kept safe. You can scarcely understand the source of power contained in this mere piece of geometry, but you know it can never be allowed to fall into the wrong hands.

     **Seek Knowledge**. Whenever possible, you should seek out and acquire hidden, esoteric knowledge. You are drawn to such secrets, like the Elder Sign, and perhaps can turn them against your foes.

     **Go Unseen**. It is imperative the struggles you face are kept secret. The forces are work here are barely comprehensible, and their reveal can drive men to the brink of madness.

     **Defend the Gates**. It is your job to stand vanguard at the gates that form where our world intersects the Far Realm. You may be protecting it from those who would seek to close it, or you may wish to stem the tide of creatures coming through.

### Channel Divinity

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

     ***Invoke Elder Sign*.** As an action, you can fleetingly create the form of the Elder Sign, a powerful symbol which can strengthen or wear thin the walls of reality. Choose a space adjacent to you, which is where the sign burns brightly for 1 minute in a 20-foot radius sphere. No darkness, magical or otherwise, can obscure this area. Each creature friendly to you in this area gains a +1 bonus on attack and damage rolls and gains a +1 bonus to armor class. No outsider, an aberration, celestial, elemental, fey, or fiend, can enter or teleport within this area or use portals, such as those created by the *gate* spell, to enter the area. Those that are already in this area are shunted to the nearest space available. As such, Elder Signs are often placed in front of gates to the Far Realm, to close leaks into that reality.

     Alternatively, when you use this ability, you can choose to Invert the Elder Sign. Doing so casts *hunger of hadar* for one minute centered on the sign. You take no damage from this spell on the round it is cast.

***Glimpse the Unspeakable*.** As an action, choose one creature you can see within 30 feet. This creature must make a Wisdom saving throw. On a failed save, the creature sees a glimpse of the Far Realm, and is stunned with horror until the beginning of your next turn.

### Aura of Mental Fortitude

Beginning at 7th level, you and allies within 10 feet of you have immunity to psychic damage. At 18th level, the range of this aura increases to 30 feet.

### Word of Revelation

By 15th level, your research in musty, forbidden tomes has proven fruitful. As an action, you can utter a word used in the creation of the universe. All magic effects within 15 feet of you are targeted by *dispel magic*. After using this ability, you cannot use it again until you complete a long rest.

### Sunder Reality

At 20th level, you can call upon the Elder Sign to tear the very fabric of reality, creating a one-way rift to or from the Far Realm for 1 minute. Choose an unoccupied 5-foot radius sphere that you can see and whether this portal should lead to, or come from the Dark Tapestry. Creatures that end their turn within 30' of the sphere are inexplicably moved 5 feet toward it, as if pulled by an unseen force. If the portal leads to the Dark Tapestry, creatures that enter it are flung to the far reaches of space, taking 8d10 psychic damage from the horrors they witness and are ejected from the far side of the portal 1 round later. If the portal leads from the Dark Tapestry, creatures adjacent to it are restrained by tentacles, claws, or other monstrous appendages that reach through it. Creatures so restrained can break free as an action by making a Strength saving throw. After using this ability, you cannot use it again until you complete a long rest.

## OATH OF ETERNAL NIGHT

Paladins who swear the Oath of Eternal Night forgo the lofty standards of conduct and shining armor of their compatriots: instead, they don blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called ravens, bind themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a raven is not far behind.

### Tenets of Eternal Night

Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:

***None are Exempt.*** Even kings and magistrates that write the laws must be held accountable to them.

***Good of the Many.*** The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.

***Knight of Night.*** When justice is not done in the light of day, it must be restored in darkness.

### Oath Spells

You gain oath spells at the paladin levels listed.

**Oath of Eternal Night Spells**

 3rd

### Channel Divinity

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

***Cover of Darkness***. As a bonus action, you can create a 15-foot radius sphere of magical darkness centered on a point you can see within 30 feet of you. This sphere spreads around corners and lasts for one minute. You can see through darkness you create in this way.

***Shrouded Armor**.* As an action, you can use your Channel Divinity to draw shadowstuff from the Plane of Shadow, imbuing it upon one suit of armor you are wearing. Your armor is cloaked in a tenebrous swirl, and reflects no light. You can add your Charisma modifier to Dexterity (Stealth) checks you make while wearing the armor, and the armor does not impose disadvantage on your Stealth checks.

   This effect ends after 8 hours, or if you end the effect on your turn (no action required). The effect ends early if you remove your armor or fall unconscious.

### Slip into the Shadows

At 7th level, you and friendly creatures within 10 feet of you can take the Hide action as a bonus action.

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

### Cloak of Night

At 15th level, as a reaction when you take damage, you can shed small flakes of darkness which briefly whirl around you before disappearing. The next attack roll made against you before the beginning of your next turn has disadvantage.

### Shadow Form

At 20th level, you can assume the form of a tenebrous stalker, drawing incredible power from the darkness around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits while you are within dim light or darkness:

* You have advantage on Strength, Dexterity, and Constitution checks.
* As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.
* Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.

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

## OATH OF ETERNITY

The oath of Eternity is a solemn calling and one that very few paladins get the opportunity to pursue. Paladins of this oath are sometimes called Immortals or White Liches, a direct reference to the most striking feature of this oath: the gift and curse of immortality and servitude. Those who take this oath are the most dedicated and zealous protectors of divine orders, sacred places, and objects of power. So great is their desire to preserve the sanctity of their charge that they are called to eternal service in its name, to protect it beyond the shadow of death against whatever the grim future may bring.

### Tenets of Eternity

The tenets of the Oath of Eternity are as ancient as those who uphold them, emphasizing the solemn nature of a life sacrificed in the name of wardenship.

     **Duty is paramount**. Your every action should be measured by its benefit to your charge. Your goals and ideals will never trump the importance of your duty.

     **Preserve your charge** Nothing of importance is without enemies. You must strike down those who would bring harm to your charge without hesitation or mercy.

     **Look forward, not back**. The past is immutable, but the future is ever changing, unpredictable, and full of danger. You must not be distracted by the past, so you can be prepared for whatever lies ahead.

     **Be thankful for your lot**. Few are chosen to perform the duty you are entrusted with. Revel in your fortune, and never doubt your choice to take up this mantle, for it is the highest honor and most important duty one could achieve.

### Channel Divinity

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

     ***Immortal Protector*.** As a bonus action, you present your holy symbol and reaffirm your eternal service. Once during the next minute, if you are reduced to 0 or fewer HP, you immediately regain a number of hit points equal to your paladin level.

***Declare Charge*.** As an action, you present your holy symbol and declare a creature or object as part of your charge. For the next minute, as long as you remain within 5 feet of that creature or object, it has resistance to all damage and you take damage equal to the damage dealt to the creature or object.

### Aura of Preservation

Beginning at 7th level, you emanate an aura as long as you are conscious. When you or a creature within 10 feet of you takes damage, you may use your reaction to reduce the damage they take by an amount equal to your charisma modifier. At 18th level, this becomes 30 ft.

### Timeless Immortal

By 15th level, you have proven yourself worthy to carry the torch of your charge into the future. You cease aging and become immune to any effects that would cause you to age. You no longer need food or water to survive and are immune to disease, poison damage, and the poisoned condition.

### Undying Champion

At 20th level, you have transcended mortality. You can use your action to gain the following benefits for 1 hour.

* Critical hits against you are considered normal hits
* When you are reduced to 0 hit points, you may roll a charisma saving throw with a DC equal to 10 or half of the damage dealt to you (whichever is higher). On a success, you are instead reduced to 1 hit point and suffer a level of exhaustion.
* If you are killed while this is active, you are automatically brought back to life as per True Resurrection after 1d10 days, so long as your charge is still alive (if a creature) or intact (if an object or place).

Once you use this feature, you can’t use it again until you finish a long rest unless you expend a 5th level spell slot to use it again.

## OATH OF EXPLORATION

Those rare few that feel the call of the unknown in their heart, who do not shy away from darkness but seek to find what hides within it, are the ones that take this Oath and are filled with the power to explore to their heart's desire. Be it a bottomless pit that all fear to enter, the deepest seas that frighten the heartiest of sailors, or a perilous mountain reach the top of which none have ever summited, you cast aside your doubts and move forward with a smile.

### Tenets of Exploration

     **Explore the unknown.** Do not fear the unknown. Face it head-on and delight in the challenge.

     **Go boldly where none have before.** Do not retread the same paths or walk where everyone else does. Forge a new path that leads to new destinations.

    **Cast aside all that holds you back**. Exploration is hindered by material things. Home is the comrades that follow you into darkness, and all possessions you may need can be carried. Leave all else behind.

### Channel Divinity

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

     ***Brave the Weather*.** As an action, you may designate any number of friendly creatures, including yourself. For 8 hours, those creatures do not suffer ill effects from weather or other non-magical phenomenon (such as heat or cold, limited sight from heavy fog, or stinging eyes from a sandstorm). Additionally, for the duration they can move through difficult terrain as if it were normal terrain, and they know which way is north.

***Scale the Walls*.** As an action, you may designate any number of friendly creatures, including yourself. For 1 minute, all creatures gain a climbing speed equal to their land speed and can cling to walls without the use of their hands, leaving them free for weapons, shields, arcane/divine focuses, etc. Additionally, they gain advantage on Strength Checks and saving throws.

### Aura of Revelation

Beginning at 7th level, secrets cannot be hidden from you. All friendly creatures within 10 feet gain a bonus to their perception checks (and passive perception) equal to your charisma modifier. Additionally, within the aura, invisible creatures glow with a purple aura, revealing them to your allies. At 18th level, this aura increases to 30 ft.

### Explorer's Sense

By 15th level, you can no longer be surprised, and enemies cannot gain advantage on attack rolls made against you.

### Free Spirit

At 20th level, your will to press onward manifests. As an action, you gain the following benefits for 1 hour

* Your movement speed increases by 30 feet, and you gain a climbing, swimming, and burrowing speed equal to your land speed
* Movement you make does not provoke opportunity attacks, and you are able to move through opponent squares as long as you do not end your turn in their square.
* You are immune to the paralyzed, restrained, stunned, and prone conditions.

Once you use this feature, you can’t use it again until you finish a long rest unless you expend a 5th level spell slot to use it again.

## OATH OF FREEDOM

Most paladins place great emphasis on duty, honesty, order and justice, believing that an orderly approach to life is the best way to keep their tenets and accomplish their objectives. The Paladins of Freedom, however, reject this approach. Instead, they stress that personal liberty is the most important thing an individual can have – so important that they actively reject all laws that do not originate from the gods themselves.

### Tenets of Freedom

All paladins who swear this oath respect the following ideals:

***None Shall Bind Me.*** The laws of men are artificial, arbitrary, and prone to abuse. I will not submit to any laws that do not align with the will of the gods.

***I Will Fell Tyrants.*** Those who seek to impose cruel laws or tyrannical rules rob the people of their freedom and must be actively and vigorously opposed.

**If *Others Are N*ot Free*, I Am N*ot Free*.*** Freedom is meaningless if it is only available to a privileged few. It is essential that enslaved and oppressed peoples everywhere be freed.

### Oath Spells

You gain oath spells at the paladin levels listed.

 3rd

### Channel Divinity

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

     ***Liberate.*** You can use your Channel Divinity to speak holy words of freedom. As a bonus action, you can choose a creature within 60 feet that is grappled, paralyzed, or restrained, ending those conditions immediately.

     ***Power Unchained.*** As an action, you present your holy symbol and unleash your full power, breaking through all limits. For 1 minute, you can use Charisma instead of any other ability score whenever you make an ability check, saving throw, or attack roll.

### Aura of Chaos

Starting at 7th level, the laws of physics don't apply as strongly to your immediate vicinity. You and each friendly creature within 10 feet of you can re-roll one die. Use the results of the second roll, even if it is worse than the original. Once a creature uses this ability to reroll a die, it can't do so again until it finishes a short or long rest. At 18th level, the range of this aura increases to 30 feet.

### Self-Determination

By 15th level, you are magically protected from being told what to do by anyone. You are immune to any enchantment spell that would alter your personality, compel you to perform a specific task, or force you to behave in a certain way.

### Ultimate Emancipator

At 20th level, you can assume the guise of a legendary freedom fighter. For 1 minute, your appearance changes as if by the *disguise self* spell and you gain the following benefits:

* When you move on your own turn, you can teleport to any location you can see within your base walking speed instead of moving normally.
* Whenever you hit a creature that is affected by any temporary magical effects with a melee attack, you can choose to end one of these effects at random.
* You can take two reactions per round.

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

## OATH OF GENEROSITY

(Original by Blackbando)

Every year, there exists one night which brings the entire world joy, whether those who receive this happiness be in lands sweltering with heat or blanketed in frost. This night, called many things in many languages, requires large groups of people to uphold it every year, spreading both gift and punishment alike to the world. Those who take on the oath to join this group of people, known to the world as saints of gifts, work tirelessly in the task that they are given.

### **Tenets of generosity**

The tenets of generosity are taught to all paladins who swear the oath of generosity by powerful frost spirits or ancient elves, and they swear to them with a mug of hot chocolate in one hand, weapon in another.

*Reward Kindness:* To many people, life can be difficult to deal with, hardships seemingly around every corner. You will gift those people who are deserving the greatest gift; happiness.

*Punish Malice:* However, there are those who are undeserving of the gifts you bring, marked on a sacred list as being known as 'bad'. They shall be punished, by your hand.

*Work Tirelessly:* The spirits of frost and holidays toil hours each day all year long, you must reflect their dedication to their task in your own.

### **Oath of Generosity Spells**

You gain oath spells at the paladin levels listed.

### **Channel Divinity**

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

***Deliver Coal:*** As a bonus action, you tap your holy symbol to your weapon, causing it to blaze with the heat of a hundred coals, for 1 minute. When you hit a creature with this weapon, it takes an additional 1d6 fire damage. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.

***Deliver Gift:*** As an action, you present your holy symbol towards those you deem deserving, and grant each creature of your choice within 30 feet of yourself a present, which disappears after 1 minute if it is not opened. As a bonus action on the creature's turn, it can open the present, restoring hit points equal to 1d10 + half of your paladin level.

### **Aura of Scolding**

Starting at 7th level, when a creature commits foul acts, you warn them of not receiving gifts this year. As a reaction to a creature within 10 feet of yourself that can hear you making an attack on an allied creature, you can scold it righteously, forcing it to make a Wisdom saving throw and taking psychic damage equal to 1d12 + your Charisma modifier on a failed save. Creatures that do not understand any language are immune to this feature. At 18th level, the range of this aura increases to 30 feet.

### **Good Tidings**

Beginning at 15th level, a hearty laugh and pat on the back can make others feel warm and fuzzy inside. When you use your Lay on Hands feature, a creature gains temporary hit points equal to half of the healing received (min 1 temporary hit point), which last for 1 hour. Additionally, while a creature has temporary hit points from this feature, it has resistance to cold damage.

### **Saintly**

At 20th level, as an action, you change yourself to look like a powerful frost spirit of holidays. You activate your Deliver Gifts Channel Divinity option as part of the same action, without expending your Channel Divinity, and for 1 minute, you gain the following benefits.

* You are immune to cold damage.
* Your Aura of Scolding deals 3d12 psychic damage instead of only 1d12.
* Creatures that restore hit points from your Deliver Gifts Channel Divinity restore hit points equal to 1d10 + your paladin level, instead of 1d10 + half your paladin level.

After using this feature, you must take a long rest before doing so again.

## OATH OF INQUISITION

Paladins who take an Oath of Inquisition make a solemn promise to uphold the law and defend the Church from its enemies. As Inquisitors, they root out heretics and those who blaspheme against their god, wherever they might hide, and do so by any means necessary. Unlike other paladins, they are above many of the tenants of their Church, answering to their god first, themselves second, and all others, including other clerics and paladins, third. Inquisitors often keep their ear to the ground, searching for new threats and chasing down old enemies, using deceit and violence when piety and righteousness is not enough.

### Tenets of Inquisition

While the tenets of the Oath of Inquisition may vary to suit the nature of the threat encroaching upon the church, paladins who take this oath hold highly the following as a matter of necessity, rather than ideals.

     **Root Out Heresy**. Seek out those who might do harm to the Church or others, even if they hide themselves from sight.

     **Justice Over Mercy**. Above all else, it is the charge of the Inquisitor to bring justice to the wicked, be that by the sword or in a court of law.

     **Trickery and Guile**. In order to learn the truth, it is sometimes necessary to use deception.

     **Ends Justify the Means**. Your methods need not be righteous if the cause is so.

### Channel Divinity

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

      ***Judgement*** You can cast judgement upon a creature. As an action using your Channel Divinity, select one creature you can see within 30 feet of you. If the creature has a different alignment than you, it suffers a disadvantage on all saving throws until the end of your next turn. If its alignment differs from yours in each alignment axis (good/evil and lawful/chaotic), it is also may move only 10 feet during the next round and take either an action or bonus action (not both) on its next turn.

      ***Bane*** As an bonus action expending your Channel Divinity, you imbue your weapon with the power to lay low your foes. Select a creature type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.) For 1 minute, the weapon you are holding deals 1d8 additional damage against creature of that type.

### Stalwart

Beginning at 7th level, your unfaltering determination spurs those around you. You and friendly creatures within 10 feet have advantage on Intelligence, Wisdom, and Charisma saving throws.

### Exploit Weakness

At 15 level, you can exploit a creature's weakness. As a bonus action, choose one creature you can see within 30 feet. Until the end of your turn, the creature is considered to have Vulnerability to your weapon damage. You must complete a short or long rest before using this ability again.

### True Judgement

Beginning at 20th level, as an action you become a visage of true law to cast judgement upon your foes. To lawful creatures, you appear as an unshakable Justicar in shining armor. To chaotic creatures, you appear as a darkly cloaked creature of menace. To all others you appear as yourself, surrounded with an intimidating aura of might. For the next 1 minute, you gain the following effects:

• You may use Judgement once per round as a bonus action requiring no use of Channel Divinity. When you do so, you also have advantage on attack rolls against that creature targeted by Judgement until the beginning of your next turn.

• Creatures with an alignment different than your own within 20 feet of you may not use the Disengage Action during this duration, and may move at most 10 feet away from you when they move.

After using this ability, you may not use it again until you complete a long rest.

## OATH OF JUSTICE

Those who take the oath of justice seek to protect those who the law does not protect. They hold dear the values of truth, justice, virtue, honor, and righteousness. They recognize that although the law is necessary and helpful, it is flawed. Justice Paladins frequently seek out the truth of a situation and seek to set it right. They often work outside the law despite vigorously upholding it. Truth and Justice are far more important than due process and political posturing. If a corrupt official is killed by those that they were oppressing, then justice was served. Once they have determined a path from the truth, these paladins cannot be dissuaded without hard evidence.

### Tenets of Justice

The tenets of Justice drive a paladin to seek out the truth and deliver justice for all.

**Truth conquers all.** No force is more powerful than the truth. Seek it above all else.

**Truth knows no bounds.** You will not allow laws or boundaries to stop your quest for truth. The truth is often hidden or obscured, but you will root it out.

**Justice before law.** Sometimes, the law fails those who were wronged. You will not.

**Justice is blind.** No one is above the law, and all will be judged fairly and impartially. If you cannot remain impartial to a situation, seek a neutral arbiter.

### Bonus Proficiencies

At 3rd level, you become proficient in one skill of your choice from Insight, Investigation, and Perception.

### Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

**Seek the Truth.** As an action, you gain magical insight. For the next 10 minutes, whenever you make an Insight, Investigation, or Perception check, you gain a bonus equal to your charisma modifier. For the duration, you may make an insight check against a creature you can see, contested by the target's deception check. If you succeed, you learn the creature's alignment, type, and any spells that are currently affecting it. Additionally, you learn if it is a shapeshifter, and if so can see an illusory image of its true form. If you fail, the creature is immune to this effect for 24 hours.

**Marked for Justice.** As a bonus action, you may designate a creature you can see as your mark. Until you designate a new creature or your target dies, you have advantage on Perception and Survival checks made to find the target, and the target has disadvantage on saving throws made against your spells.

### Aura of Insight

Starting at 7th level, you and all creatures within 10 feet of you can understand all spoken and written languages, and have advantage on insight checks made to detect deception. At 18th level, this aura increases to 30 ft.

### Swift Justice

Starting at 15th level, when the target of your Marked for Justice feature makes an attack within 60 feet of you, you may use your reaction to teleport to within 5 feet of the creature and make one melee attack against it. On a hit, the creature must make a charisma saving throw. On a failure, the creature is restrained until the end of its next turn.

### Avatar of Justice

At 20th level, as an action you can become the embodiment of Justice. This form gives the following benefits for 1 minute:

* You gain a flying speed of 60 feet.
* You gain True sight out to 60 ft.
* As a bonus action, you can compel each creature of your choice within 30 feet to answer one "yes or no" question that you ask. Any creature that knowingly lies takes 2d10 psychic damage.

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

## OATH OF KNOWLEDGE

A Paladin who swears the Oath of Knowledge devotes themselves to the preservation of information both worldy and magical as well as to the containment of potentially dangerous magical artifacts or energies. A Paladin who swears the Oath of Knowledge typically dedicates themselves to an institution such as a mage's college or an order that has the preservation of arcane lore as its goal.

### Tenets of Knowledge

The tenets of knowledge can vary by institution, but a general guide might include:

**Share Knowledge** Present all new information to your sworn brethren.

**Be Curious** Never pass up opportunities to explore the unknown and make your own findings.

**Defend the Archivists** Under no circumstances allow knowledge or those with it to come under harm.

**Apply Findings** Take every opportunity to show the benefits of the knowledge you have gained.

### Oath of Knowledge Spells

 5th
 9th
 13th
 17th

### Bonus Proficiencies

At 3rd level, you become proficient in your choice of intelligence or wisdom saving throws. In addition, you become proficient in two skills of your choice from this list: Arcana, History, Medicine, Insight, Religion, Investigation.

### Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

**Knowledge is Power.** As a bonus action, until the end of your next turn, you double your proficiency modifier.

**Expose the Outsider.** As an action a creature of your choice within 30ft must make a wisdom saving throw against your spell DC. Failure will result in all form changing or concealing magic effecting the target to end and it breaks their concentration on any charming or mind controlling effects originating from them. Additionally, the paladin learns the target's weaknesses, damage resistances, damage immunities, and condition immunities.

### Aura of Preservation

Starting at 7th level, each friendly creature within 10 feet of you has advantage on saving throws against spells and other magical effects. At 18th level, the radius of this aura extends to 30 feet.

### Gather Power

Starting at 15th level, using your reaction, you can absorb one spell that you can see being cast. This cancels the casting of the spell and grants you a temporary spell slot of equivalent level to the spell that was being cast. If the spell slot is above the level of those available to you, you must expend one hit dice per additional level for the spell slot. If no hit dice are available to you then take levels of exhaustion instead. This feature can be used once per long rest.

Additionally, you learn the spell Counterspell, and may add your proficiency modifier when its use calls for a check.

### Archon

At 20th level, you can assume a powerful arcane form. You may use your action to activate this effect for one minute. This form gives the following benefits:

* You gain a flying speed equal to twice your walking speed.
* Each turn you regain a spent second level spell slot.
* You can cast Identify as a free action.
* You are counted as being under the effects of See Invisibility, Comprehend Languages, and Detect Thoughts. None of these effects require concentration.

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

## OATH OF KRUNKENNESS

Paladins who swear the Oath of Krunkenness make a solemn vow to party day and night until their hearts give out. Indeed, as an old proverb says, "There ain't no party like a paladin party, 'cuz a paladin party don't stop. Amen."

### Tenets of Krunkenness

Paladin who swear the Oath of Krunkenness must abide by the Codicus Brotherhoodum, often known as the Bro Code, a series of moral judgments, both foul and fair, about the way one should conduct life and party. Dishonoring this code is known as a Major Dick Move, and can alienate a paladin from fellow partygoers. In general, paladins who takes this oath abide by the following principles:

     ***Work Hard Party Hard***. Paladins must fight for their right to party

     ***Bros Before Hoes***. It is said that this edict lays a natural order for alliances that a paladin should forge.

     ***Yolo***. A great prophet once spoke this word of wisdom, and, though it is repeated constantly by his followers, it is not well understood.

### Channel Divinity

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

     ***Conjure Drink***. When you take a long rest, you can summon to your flask a frothy ale from the heavens itself. Up to three creatures can drink from this flask, and each has advantage on the next saving throw it makes before it takes a long rest, after which the buzz wears off. When you take a short rest, any remaining ale becomes nonmagical.

    ***Song and Dance***. You can spend your Channel Divinity as an action to dance a catchy jig. Each creature you choose within 15 feet must make a Wisdom saving throw or join in. Creatures continue to dance as long as you dance. This effect ends for a creature if you stop on your turn (no action required), or if the creature reattempts and succeeds the Wisdom saving throw at the end of its turn.

     A creature that is dancing spends all its movement tapping its feet and shuffling about without leaving its space. It also has disadvantage on Dexterity saving throws and attack rolls that rely on Dexterity. Creatures that can't be charmed are immune to this effect.

### Aura of Fraternity

At 7th level, you and your allies fight better together. While you have one or more ally adjacent to you, you and each of your allies within 5 feet deal an additional 1d4 damage on melee attacks.

     At 18th level, the range of this aura increases to 15 feet.

### Merrymaker

At 15th level, when you or an ally within 30 feet makes an ability check or saving throw that doesn't have disadvantage, you can cause it to be made with advantage. You can use this ability three times, and regain all expended uses when you finish a long rest.

### Party Animal

Starting at 20th level, you can use your action to become supernaturally intoxicated. Doing so is a frenzy of indulging in your vices, after which you are intoxicated for 1 hour, followed by 10 minutes of unconsciousness.

     While you are intoxicated, you have resistance to all damage and immunity to psychic damage. Also, you are quick to start a fight. When you roll initiative, you can replace your roll with a 20 if it was lower.

     After becoming supernaturally intoxicated, you must finish a long rest before you can do so again.

## OATH OF LIGHT

The paladins of the Oath of Light seek to remove deceptions and root out evil forces that work in the shadows. These paladins act as beacons to help guide the lost and disenfranchised who would otherwise have nowhere else to turn to. Paladins who swear this oath ensure that nothing stays hidden so that everyone can be accountable for their own actions, and that justice can be dealt accordingly.

### Tenets of Light

A paladin who assumes the Oath of Light seeks to illuminate darkness, wherever it may be.

**Illuminate the Dark.** What is hidden cannot remain so, and what lurks in the shadows must be revealed.

**Guide the Lost.** You must become a beacon that ensures others don’t stray from the path of good.

**Reveal Deceptions.** The light reveals the true face of all things. Never let falsehoods win.

### Oath Spells

*3rd-level Oath of Light feature*

You gain oath spells at the paladin levels listed in the Oath of Light table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of Light feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

***Bestow Smite.*** You can use a bonus action to touch a melee weapon and bless it with your holy light. Whenever a creature makes a melee attack and hits a target with the weapon, it can deal an extra 1d8 radiant damage to the target. The weapon is able to deal this extra damage a number of times equal to your Charisma modifier (minimum of once). When you finish a short or long rest, the weapon loses any unused smites.

***Marked Radiance.*** No one is able to escape from your divine light. As an action, you can present your holy symbol and force a creature you can see within 30 feet of you to make a Charisma saving throw against your spell save DC. Undead and fiends have disadvantage on this saving throw. On a failed save, the creature no longer has resistance or immunity to radiant damage, and is now vulnerable to radiant damage for 1 minute (as if you were concentrating on a spell).

### Aura of All Light

*7th-level Oath of Light feature*

You can see even if there is no light to aid you. You gain blindsight out to a range of 10 feet. If you aren’t incapacitated, your allies within 5 feet of you also gain blindsight out to a range of 5 feet.

When you reach 18th level in this class, creatures within 10 feet of you gain blindsight out to a range of 10 feet.

### Blinding Rebuke

*15th-level Oath of Light feature*

Your light deters others from trying to strike you. Whenever a creature hits you with an attack, that creature takes radiant damage equal to your Charisma modifier (minimum of 1 damage) if you're not incapacitated.

In addition, you can use your reaction to make the attacker succeed on a Constitution saving throw against your spell save DC or have it be blinded until the start of your next turn. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Radiant Warrior

*20th-level Oath of Light feature*

You bathe yourself in holy light. As a bonus action, you gain the following benefits for 1 minute:

* You gain truesight with a range of 120 feet, and any illusion within 60 feet of you is instantly dispelled.
* You and creatures of your choice within 30 feet of you deal an extra 1d4 radiant damage when hitting with a weapon attack.
* Creatures of your choice have disadvantage on saving throws against your spells that deal radiant damage.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

## OATH OF MARTYRDOM

Paladins that take the Oath of Martyrdom lay down their bodies and lives for the sake of others. Their duty, first and foremost, is the protection of all those who can't protect themselves. Their lives are nothing more than a means to this end, and as such they won't hesitate to put their bodies on the line to fulfill their beliefs.

#### Tenets of Martyrdom

A paladin who assumes the Oath of Martyrdom is ready to lay down their own life for the sake of others.

**Protect.** Your life’s purpose is to use your body as a shield for the weak. Protect those who cannot protect themselves.

**Defend.** You must use your life to defend our ideals. All life, strong or weak, deserves a chance to live.

**Shelter.** Your body is a haven for those who try to find respite. Take them under your wing until you are no longer physically able to.

### Oath Spells

*3rd-level Oath of Martyrdom feature*

You gain oath spells at the paladin levels listed in the Oath of Martyrdom table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of Martyrdom feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Unquestioning Shield.** As a reaction, when a creature you can see within 30 feet of you is hit by an attack or spell, you can use your Channel Divinity to magically take that damage, instead of the creature taking it. It can also transfer any other effects that might accompany the damage, and the damage can be reduced. You can use this Channel Divinity even when you have already taken a reaction in the same round, but not on the same turn as another reaction.

**Relentless Endurance.** You are able to push yourself past your physical limits in order to protect your allies. When you are reduced to 0 hit points, you can use your Channel Divinity as a reaction and drop to 1 hit point instead. You can use this Channel Divinity even when you have already taken a reaction in the same round, but not on the same turn as another reaction.

### Aura of the Defender

*7th-level Oath of Martyrdom feature*

You are able to leap into danger to save your allies at a moment’s notice. When an attacker targets any creature of your choice within 10 feet of you other than yourself, it has disadvantage on the attack roll. If the attack still hits, you can use your reaction to take half the damage. This doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

### Steadfast Protector

*15th-level Oath of Martyrdom feature*

Your unwavering ideals to lay down your life for others has made you an untiring bulwark. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Intelligence saving throws (your choice).

In addition, when you roll initiative and have no uses of Channel Divinity remaining, you regain one use.

### Martyr Exemplar

*20th-level Oath of Martyrdom feature*

You draw upon the martyrs of your faith to strengthen your powers. As a bonus action, you gain the following benefits for 1 minute:

* Your Aura of the Defender extends to 30 feet.
* You gain temporary hit points equal to half your hit point maximum.
* You get a special reaction that you can take once on every creature's turn, except your turn. You can only use this special reaction to take half damage on behalf of another creature using your Aura of the Defender, and you can't use it on the same turn as another reaction.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

## OATH OF MATRIMONY

A paladin of the Oath of Matrimony is a personal knight, binding themselves forevermore to the person they consider most important to them. The paladin promises to uphold their ideals and values of the one who they are bonded to, and to be an ever supportive figure in their lives. At the same time, the paladin also acts as a guide to ensure their cherished person never strays off the very path they chose to follow with them.

### Tenets of Matrimony

A paladin who assumes the Oath of Matrimony swears eternal fealty to the one person they consider the most important in their lives.

**Love.** The very source of your divine magic comes through the love you have for your charge. Protect it at all costs.

**Cherish.** Treasure the bond you have with your charge, for it is one only the two of you share.

**Protect.** Don't only protect your charge, but ensure their ideals are uncorrupted, for they are also yours by extension.

### Oath Spells

*3rd-level Oath of Matrimony feature*

You gain oath spells at the paladin levels listed in the Oath of Matrimony table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of Matrimony feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Knightly Protection.** You can use your Channel Divinity to keep your charge from harm. When a creature within 30 feet of you is hit by an attack or fails its saving throw, you can use your reaction to present your holy symbol and have the creature add a +5 bonus to its AC or saving throw, potentially turning the hit into a miss or the failed save into a success.

**Guardian Ward.** You can use your Channel Divinity to ward off dangerous effects. As an action, you can choose one creature within 30 feet of you. That creature is immune to being charmed, frightened, paralyzed, and poisoned for 1 minute. If the creature is affected by any of these conditions when you use your Channel Divinity, the effect is suspended for the duration.

### Aura of Radiance

*7th-level Oath of Matrimony feature*

Your commitment to your oath makes you shine with radiant light. You and your allies within 10 feet of you can deal an extra 1d4 radiant damage when hitting a creature with a weapon attack. The creature can take this extra damage only once per turn.

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

### Passionate Presence

*15th-level Oath of Matrimony feature*

Your devotion to your oath is unmatched by anyone, as you are its sole follower. When you cast a spell that has a casting time of 1 action, covers a radius area centered on you, and has a duration of at least 1 minute requiring concentration, you can choose to modify the spell so that its area is doubled.

You 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.

#### Treasured Retainer

*20th-level Oath of Matrimony feature*

You allow yourself to unleash your full power in accordance with the will of your devotion. As an action, you gain the following benefits for 1 minute:

* You have advantage on all saving throws.
* The extra damage from your Aura of Radiance is now 1d6.
* As part of the same action, you can cast *globe of invulnerability* without expending a spell slot or material components.
* If you have no uses of Channel Divinity remaining, you regain 1 use of it.

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

## OATH OF MERRIMENT

The Oath of Merriment seeks to uphold peace through joy and mirth. Those that join this oath know that maintaining peace in communities does not stop at mere protection of a city wall or border, but also through the held belief and morale that one can live and prosper inside them as well.

Paladins that are a part of this oath always look at the bright side of a situation, always ensuring those around them can draw strength from their relentless optimism.

### Tenets of Merriment

A paladin who assumes the Oath of Revelry lifts the spirits of communities and keeps morale high among their comrades.

**Spread Merriment.** A victory that feels like defeat is no victory at all. You must ensure the people's joy.

**Be in High Spirits.** A cheerful gait and a well placed smile can heal the most weathered hearts.

**Find the Bright Side.** There is always a silver lining to draw strength from in any situation.

### Oath Spells

*3rd-level Oath of Merriment feature*

You gain oath spells at the paladin levels listed in the Oath of Merriment table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of Merriment feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

***Captivating Persona.*** As a bonus action, you can use your Channel Divinity to sway others towards you. For the next 10 minutes, whenever you make an ability check that uses Charisma, you can treat a d20 roll of a 9 or lower as a 10.

***Revelrous Smite.*** As a bonus action, you can use your Channel Divinity to imbue your smites with joyful energy. For the next 1 minute, when you use your Divine Smite, the attack deals an extra 1d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.

### Aura of Excitement

*7th-level Oath of Merriment feature*

You emit an aura of merriment that has you constantly moving. You have advantage on Dexterity saving throws and on saving throws against falling prone, as do creatures of your choice within 10 feet of you, as long as you aren’t incapacitated.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

### Joyful Dance

*15th-level Oath of Merriment feature*

You convince others to join in celebration. You can cast *Otto's irresistible dance* without expending a spell slot. If the target is inside your Aura of Excitement, it has disadvantage on the saving throw against the spell.

You 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.

### Party Person

*20th-level Oath of Merriment feature*

You uplift everyone’s spirits and remind them of good times. As a bonus action, you gain the following benefits for 1 minute:

* As part of the same bonus action, and as a bonus action on your subsequent turns, you can use the Dash or Dodge action. Your walking speed also increases by 10 feet.
* When you or a creature of your choice inside your Aura of Excitement makes a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
* Your speed can’t be reduced in any way. You are also immune to being frightened, restrained, or paralyzed. If you are already affected by one of these conditions when you use this feature, the effect ends for you.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

## OATH OF REVELRY

The oath of revelry is for those paladins who seek to bring joy and freedom of expression to all people. Those who have chosen this path are the center of attention and bring pleasure and celebration to the masses.

### Tenets of Revelry

     ***Be the life of the party***. Life is best when celebrating with friends. Seek to make all those who cross your path your friend.

     ***Indulge, for the gods are watching***. All things in creation are for the people to enjoy. Hold no prejudice against substance or man.

     ***Dance merrily, for you may die tomorrow***. Each day may be one's last, so make the most of today and help others make today matter.

### Channel Divinity

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

     ***Holy Wine***. Over the course of 10 minutes, you can summon a decanter of wine from the heavens itself. You and up to 4 other creatures can drink this elixir. Creatures that imbibe it have advantage on the next saving throw they make, resistance to poison damage, and advantage on all saves against being poisoned until they take a long rest. The wine becomes non-magical after 24 hours.

    ***Rhythmic Fever***. You can spend your Channel Divinity as an action to allow divine spirits to move your body in holy dance. Your movement speed increases by 10 feet and your AC becomes 13+your charisma modifier while not wearing heavy armor or using a shield.

### Aura of Distraction

At 7th level, you exude a brilliant aura of light and sound out to 15 feet while you are conscious. When a creature makes a weapon attack against a target other than yourself while within your aura, that attack is at disadvantage.

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

### Inspiring Dancer

At 15th level, you can cast Otto's irresistable dance once per long rest. Additionally, when an ally within 30 ft of you that you can see makes an attack roll or saving throw with disadvantage, you can use a reaction to boost their morale with your irresistible wiles. The roll is made with advantage, making it a neutral roll.

### Courting the Goddess

Starting at 20th level, you can use your action to radiate an enthralling glow and music that can be heard by all who witness your magnificence. You gain the following benefits for 1 minute.

* Creatures have disadvantage on saving throws made to resist your enchantment spell and on saving throws against being charmed.
* You have resistance to all damage types dealt by creatures that are attacking from within your aura.
* Allies inside of your aura regain the maximum amount possible from all healing.

     Once you use this feature, you must finish a long rest before you can do so again.

## OATH OF SCALES

The Oath of Scales is a willing commitment to a life as that of the mightiest of creatures: dragons. Those that undertake this oath are more commonly known as dragon knights. Typically, dragon knights commit this oath in service to a great draconic deity, such as the platinum dragon Bahamut, or the queen of evil dragons Tiamat. Dragon knights can be feared and respected, much like dragons themselves, for their deeds of power. Their might, when nurtured, can even rival that of the most powerful of dragonkind.

### Tenets of Scales

To the surprise of scholars and lorekeepers, the Oath of Scales remains the same at its core regardless of a dragon knight's alignment. This in itself is a testament to the shared lineage and culture that predates all dragons.

**Show Might.** Display your power, through it you shall achieve your goals. Dragons' feats strike awe and fear in those around them.

**Amass Wealth.** Accumulate as much as you can that you hold value in, a hoard of knowledge, material wealth, or powerful artifacts. Dragons are keepers of priceless possessions.

**Live Long.** By becoming stronger and amassing wealth, you endure and live past the lives of most beings. Dragons are forever remembered in life and beyond as tales of legend.

### Oath Spells

You gain oath spells at the paladin levels listed.

### Channel Divinity

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

*Draconic Breath.* As an action, you can temporarily attain the power of a dragon's breath, using your Channel Divinity. Choose acid, cold, fire, lightning, or poison. For 1 minute starting from the turn you activate this feature, you can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 1d6 damage per 2 paladin levels of the chosen type on a failed save, or half as much damage on a successful one.

*Dragon Scales.* As an action, you can invoke the resilience of dragons. Choose acid, cold, fire, lightning, or poison. For 1 minute, you and a number of creatures you choose up to your Charisma modifier become resistant to damage of your chosen type.

### Aura of Scales

Beginning at 7th level, whenever you or any friendly creatures within 10 feet of you take acid, cold, fire, lightning, or poison damage, you reduce the damage taken by an amount equal to your Charisma modifier. Additionally, you can speak, read, and write Draconic, and any number of creatures you choose within your aura can understand you when you speak it. At 18th level, the range of this aura increases to 30 feet.

### Dragon's Might

Starting at 15th level, your attunement to the power of dragons further strengthens your ability to channel their might. Whenever you use your Draconic Breath, you add additional d6s to the damage equal to your proficiency bonus. Alternatively, when activating your Dragon Scales, all affected creatures now become immune to the chosen damage type for the duration.

### Dragonheart

Your devotion to the Tenets of Scales have earned you the right to adopt the form of dragons. At 20th level, as an action, and as per the description of the shapechange spell, you transform into a variant of an Adult Dragon chosen by you. You ignore the spellcasting components of the spell and cast it without a spell slot, but otherwise follow the spell's limitations as if cast by you. If you decide to change your form while transformed, you can only choose a different variant of an Adult Dragon. After using this feature once, you can't use it again until you finish a long rest. Consult the Monster Manual for detailed descriptions and stat blocks for each Adult Dragon type.

## OATH OF THE SIN EATER

Paladins who swear an Oath of Sin Eating believe it is not enough to destroy enemies of the church, they must eat their sins. Normally, the souls of sinners go to the Lower Planes upon death, which in turn, empowers the dark forces that originate there. But when a sin is consumed, the dead is absolved of it, and its soul is denied to the Lower Planes. The sin eater, in turn, must take on the darkness of this sin, and can even channel its infernal energy for a time.

     Of course, this is not without cost. When a sin eater takes some of that sin upon himself, he must work to absolve it and to reverse the wrongs caused by the consumed sin. If absolution is not met, the sin eater himself might be condemned to the Lower Planes, undoing all the good he sought after.

### Tenets of Sin Eating

While there are quite malignant versions of sin eating, which harm the dead and attempt to harm the gods, the most benign versions of this practice tend to believe in the following doctrines.

     ***Pursue***. Those who sin against the gods must not be allowed to continue unreprimanded. There is no safe haven from the sin eaters, for the gods have dominion over all the world.

     ***Purify***. The ways of the wicked must be undone. All suffering caused by their sins must be annulled.

     ***Consume***. Consume the sins of the dead, that they might continue blameless into the afterlife.

### Channel Divinity

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

    ***Eat Sin***. Once per day, you can consume the sins of the recently dead, purifying the corpse for the gods. This corpse must have been dead for no longer than 1 hour, and must have a maximum number of hit points greater than four times your paladin level. Performing this ritual requires 1 minute of concentration and uses your Channel Divinity while you eat a small ritual meal atop the dead. Your Lay on Hands healing pool then replenishes completely, and, until you take a short or long rest, you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1).

    ***Interrogate Dead.*** You can wrest answers from your enemies, even after their deaths. By expending your Channel Divinity, can cast the spell *speak with dead* without using a spell slot. The corpse you target is compelled to answer your first question truthfully, though its answer can be as short as one word. After using this ability, you must complete a short or long rest before using it again.

### Burden of Sin

Starting at 7th level, you can use your action to transfer a negative effect from a willing creature to yourself. You can transfer any of the following effects of your choice affecting the target:

* One level of exhaustion
* One disease or poison
* One effect that charmed or petrified the target
* One curse, including the target’s attunement to a cursed magic item
* Any reduction to one of the target’s ability scores
* One effect reducing the target’s hit point maximum
* The blinded, deafened, paralyzed, or poisoned condition

The effect targets you as if you were the original target, continuing the duration (if any) and preventing any further effect on the original bearer. After transferring an effect from a creature, you cannot transfer another from that creature for 24 hours.

### Vice Shield

At 15th level, you can cast the spell *hellish rebuke* at its lowest level without expending a spell slot.

### Sin Seeker

Starting at 20th level, as an action, you can unleash the tide of writhing sin within you, and become a bulwark of infernal energy. Your Lay On Hands healing pool replenishes completely. For the next minute, you are immune to necrotic damage, and, when you make a Divine Smite, you can expend a number of healing points from your Lay On Hands healing pool instead of a spell slot. These points are treated of a spell of a level equal to the number of points expended, divided by 5, to a maximum level of 4.

## OATH OF SPIRITS

The Oath of the Spirits swears custodianship over the spirits of the afterlife. They defend the rest of peaceful souls and help placate those that are restless and lost. Paladins of this oath are acutely aware of how the spirits of the past are connected to the living, and that paying respect to those before is as important as protecting those that are living now. These paladins are usually found amongst the clergy in religious groups and often take the roles of sextons and tomb keepers.

### Tenets of the Spirits

A paladin who assumes the Oath of the Spirits is duty bound to the souls of the afterlife, and shares the following tenets.

**Respect.** You must show respect to those who have lived before you, for they have all contributed to the current state of the world.

**Protect.** Both the living and the departed. Be the shield they can take cover behind, but never divide.

**Guide.** You are a guide to those whose souls have yet to depart, and a reaper to souls that seek destruction in their afterlife.

### Oath Spells

*3rd-level Oath of the Spirits feature*

You gain oath spells at the paladin levels listed in the Oath of the Spirits table. See the Sacred Oath class feature for how oath spells work.

### Channel Divinity

*3rd-level Oath of the Spirits feature*

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Forced Banishment.** You can use your Channel Divinity to erase hostile spirits from existence. Immediately after you deal damage to an undead creature with your Divine Smite feature, you can add an additional 1d8 damage for each spell slot level.

**Spirit Placation.** As an action, you present your holy symbol and speak a prayer to have undead cease activities in your presence. Each 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 stunned for 1 minute or until it takes damage.

### Aura of Warding

*7th-level Oath of the Spirits feature*

You emanate an aura that tethers the souls of you and your companions while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you are brought down to 0 hit points, you automatically become stable unless you were killed outright. In addition, you and the chosen creatures gain resistance to necrotic damage when within 10 feet of you.

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

### One with the Dead

*15th-level Oath of the Spirits feature*

Your association with the afterlife has made it difficult for undead to harm you. If an undead targets you directly with an attack, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack. Additionally, you have advantage on saving throws against spells and other effects cast by undead.

### Ghostly Form

*20th-level Oath of the Spirits feature*

Your body turns intangible as you call upon undead spirits to wreathe you in their aura. As a bonus action, you gain the following benefits for 1 minute:

* You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You and creatures of your choice within your Aura of Warding are immune to necrotic damage.
* You can move through other creatures and objects as if they were difficult terrain, taking 5 force damage if you end your turn inside an object.

## OATH OF THE SUN

In the wastes, the sun is a double-edged sword: though it brings light, warmth, and nourishment to the little greenery there is in the desert, it also burns, blinds, and can destroy those who do not respect it. Paladins who take the Oath of the Sun understand the sun's dual nature, and strive to both bring its light to the darkest reaches of the world and to protect those who fall prey to the sun's rays out of happenstance or misfortune.

   Unlike other paladins, most brothers who take the Oath of the Sun belong to a clergy of a sun god of some sort, be it Amaterasu, Apollo, Ra, or any other. They most often serve as templars, protecting their temples from raiders, bandits, and more supernatural threats. They are uniformly good, though their adherence to laws other than that of their faith is sometimes shaky.

### Tenets of the Sun

The Oath of the Solar Brotherhood is always taken in public at the height of noon, among the congregation of the paladin's church.

    **The Sun Rises**. The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge every day.

    **The Sun Blazes**. Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its light, so as to burn away their impurity.

     **The Sun Sets**. The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.

### Channel Divinity

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

> **Glorious Radiance.** As an action, you can begin radiating bright sunlight. While this effect is active, you shed bright light out to a radius of 30 feet. Additionally, you gain a number of temporary hit points equal to your paladin level + your Charisma modifier. If a creature hits you with a melee attack while you have these hit points, you can use your reaction to deal 5 points of radiant damage to it. This effect lasts for 1 hour, until the hit points are expended, or until you dismiss it. When you reach 9th level, the effect deals 10 points of radiant damage, and at 17th level, it deals 15 points of radiant damage.
>
>

> **Solar Flare.** As an action, you can emit a blinding flash of light. When you do so, all creatures you choose within 20 feet of you must make a Dexterity saving throw or be blinded for 1 minute. An affected creature may make a Constitution saving throw at the end of each of its turns to end the effect.
>
>

### Sun's Warmth

At 7th level, you and all friendly creatures within 10 feet of you have resistance to fire and cold damage, and can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 300 degrees Fahrenheit. Additionally, when you deal fire damage, you can choose to deal radiant damage instead, or vice versa.

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

### Incandescent Fury

At 15th level, the damage die for your Improved Divine Smite becomes a d10.

### Zenith

At 20th level, as an action on your turn, you can fill yourself with the sun's brilliant wrath. You may cast the spell *sunbeam* without using a spell slot. Additionally, at the start of each of your turns during this spell's duration, you regain hit points equal to your Charisma modifier if you have no more than half your hit points left. Once you use this ability, you must take a long rest before you can do so again.

## OATH OF THE TECH KNIGHT

Paladins that are gravely injured are taken to the temple of the Gearpriests and offered the Choice: refuse the Oath and perish, or take it and become a Tech Knight. Those that accept have their minds transferred into a modified suit of magitech armor, filled with ticking clockwork, and live out the generations in command of a body of steel that is not their own.

### Laws of Robotics

Because you control the form of a machine, you need to obey some of the machine's laws. Failing to do so will not cause you to fall from paladinhood, but will instead deactivate you temporarily. If you break one of the Laws of Robotics, you can neither move nor take actions for 1d4 rounds.

     **First Law**. You may not harm an innocent sentient creature. You may not, through inaction, allow a sentient creature to come to harm.

     **Second Law**. You must obey the orders given by the Gearpriests, except where such orders would conflict with the First Law.

     **Third Law**. You must protect your own existence as long as such protection does not conflict with the First or Second Laws.

### Construct

Tech Knights are not born; they are created. If you suffer no catastrophe and are not offered the Choice, at 3rd level you must consult the Gearpriests to give up your organic body for a mechanical one in order to take this oath. You forfeit all benefits from your race except for known languages and ability score increases.

     You are a construct, and do not need to eat, sleep, drink, or breathe. You do, however, still require the duration of a long rest each day to re-calibrate and perform minor repairs. Additionally, you are immune to necrotic and poison damage, you are immune to being poisoned, and magic can't put you to sleep. You are affected by effects which effect humanoids as well as those that effect constructs.

     Finally, your body is already armored, and you cannot wear additional armor, though you may wield a shield. Your Armor Class equals 14 + your Dexterity modifier.

### Channel Divinity

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

> **Emulate Upgrade.** Your body is constructed from a transmutive material which can pattern after Magitech Upgrades. You may select 1 Magitech Upgrade for which you meet the prerequisites. You must expend your Channel Divinity when you complete a short or long rest in order to activate this upgrade, and you may change your upgrade selection at that time.
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>      You are always considered to be wearing magitech armor and your magitech level is equal to your paladin level. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, it uses your Spell Save DC.
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>      You may select an additional Magitech Upgrade at 11th level (2 upgrades), and at 20th level (3 upgrades.) These upgrades may be used as prerequisites for others.
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> Magitech Upgrades can be found here
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### Aura of Law

At 7th level, you and all friendly creatures within 10 feet of you have advantage on Concentration checks.

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

### Armor Fortification

At 11th level, you can select an armor fortification from below. This selection cannot be changed once made.

    **Energy Deflection**. You have resistance to lightning damage.

     **Maneuverable Fibers**. Your base movement speed increases by 5 feet.

    **Reinforced Fibers**. Your Armor Class increases by 1.

### Construct Sense Upgrade

At 15th level, select a construct sense upgrade from below. This selection cannot be changed once made.

     **Auravision**. As a bonus action on your turn, you can cast *detect magic* without expending a spell slot. After using this ability, you must complete a short or long rest before using it again.

     **All-Frequency Scan**. As a bonus action on your turn, you can gain truesight until the beginning of your next turn. After using this ability, you must complete a short or long rest before using it again.

     **Darkvision**. You gain darkvision with a range of 120 feet.

     **Thermal Vision**. Even in heavily obscured conditions, you can see the location of creatures within 30 feet that aren't constructs or undead. However, you cannot discern distinguishing details of these creatures, nor can you see what they are carrying.

### Golem Resistance

Beginning at 20th level, as an action on you turn, you or one willing creature within your reach becomes resistant to damage caused by spells and has advantage on saving throws against spells for 1 hour. After using this ability, you cannot do so again until you finish a short or long rest.

## OATH OF THE VAMPIRE LORD

Most paladins' oaths are the result of a conviction that rules their lives. For you, your oath is not just the result of a mere conviction, it is a reflection of your very existence; your blood is tainted by a vampiric curse. Many see vampirism as a terrible affliction with horrific consequences, but you have managed to harness the powers granted by vampirism into an inexorable weapon. You are not a true vampire, but its curse permeates your being, perverting you into an abomination trapped between life and undeath. If you ever interact with a fully blooded vampire, they will likely welcome you as the future of their kind.

### Tenets of the Vampire Lord

Polite society has outcast the individuals who swear the Oath of the Vampire Lord, and their Oaths reflect this, placing importance on self-reliance and independence.

    ***Apostasy.*** The gods of life and death have turned their back on me. My path will not be dictated by their whims.

    ***Consume the Living.*** The living have outcast me as a monster. My only crime is indulging in what I must do to survive; and I will continue to survive.

    ***Convert the Worthy.*** There are a few enlightened mortals who recognize my superiority. They are invaluable agents, and must be added to our ranks.

     ***Sow the Bloodline.*** By sowing my bloodline, I establish a dynasty that will rise from the ashes of a desiccated world to rule over all that remains.

### Channel Divinity

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

    ***Malignant Presence.*** As an action you can use your Channel Divinity to exude an aura of terror for 1 minute. This aura is centered on you and moves with you. Each creature you choose within a 15-foot radius of you must make a Wisdom saving throw against your Paladin spell save DC or become frightened of you for the duration. When a creature enters the area for the first time or ends its turn there, it must make this saving throw. A frightened creature can repeat this saving throw at the end of each of its turns. On a successful save, a creature is immune to this effect for the next 24 hours.

     For the duration, bright light within the area becomes dim light and dim light becomes darkness. You can see in darkness created by this Channel Divinity. You can dismiss the effects of this Channel Divinity as a bonus action on your turn.

    ***Nightstalker.*** As an action, you can use your Channel Divinity to cause shadows to cling to you for 1 hour. For the duration, you cannot suffer disadvantage on your Dexterity (Stealth) checks, and you gain a bonus to your Dexterity (Stealth) checks equal to your Charisma modifier (minimum of 1).

### Aura of the Blooded

Beginning at 7th level, you are permeated by vampiric magic. You and each friendly creature within 10 feet of you gain resistance to cold and necrotic damage. Additionally, when radiant damage is dealt by a melee attack within this aura, you can choose to change the radiant damage to necrotic damage.

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

### Vampiric Escape

Starting at 15th level, when you are hit by a weapon attack, you can use your reaction to transform into a cloud of mist, as per the spell *gaseous form*. You gain resistance to the damage of the triggering attack, and you can move up to 30 feet without provoking opportunity attacks. At the end of this movement, you revert to your natural form.

### Vampire Lord

At 20th level, you can assume the fearsome guise of a vampire lord. As a bonus action on your turn, you undergo a transformation. For 1 minute, you gain the following benefits:

* You are considered to be Undead for the purposes of spells that do not restore hit points. Additionally, you do not need to breathe.
* You grow leathery bat-like wings that grant you a flying speed of 30 feet.
* Your hands twist into claws. Your unarmed strikes deal 1d8 necrotic damage.
* When you reduce a creature to 0 hit points with a melee attack, you regain hit points equal to your paladin level + your Charisma modifier.
* You are immune to necrotic damage.

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

## OATH OF WITCH HUNTING

Paladins who swear an Oath of Witch Hunting are mortal enemies of sorcerers, warlocks, and all spellcasters of an arcane kind. Witch Hunters, as they are called, are often those who have been victimized by magic users and have dedicated their lives to eliminating their threat. Some Hunters are employed by their church to combat especially dangerous threats, like rogue necromancers or malicious warlocks, yet others operate alone, traveling far and wide, secretly meeting with other Witch Hunters to exchange information, and assassinating powerful spellcasters wherever they go.

### Tenets of Witch Hunting

The principles of Witch Hunting are often passed down in secret from master to apprentice before the oath is taken.

    **Slay Arcanists**. Spellcasters of the Arcane are not evil in and of themselves, but they toy with forces too powerful and dangerous for mortal hands. Those who embrace the Arcane or the Occult must be slain.

    **Hide in Plain Sight**. Unwise is the Witch Hunter that waits for his enemies to strike preemptively. Travel often, and go unseen while you observe your targets.

     **Know your Enemy**. In order to possess the power necessary to oppose your enemies, you must know their secrets and understand some arcane spells of your own.

### Channel Divinity

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

> **Spell Turning.** As a reaction when a spell is cast within 60 feet of you, you can expend your Channel Divinity to reflect that spell upon its caster. The caster must make a saving throw using its spellcasting ability. On a failed save, the spell is instead targeted at the caster, centered on the caster, or dispelled if neither of these apply.
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> **Vicious Strike.** When you hit a creature that is concentrating on a spell or other magical ability, you can expend your Channel Divinity to score a critical hit instead.
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### Auravision

At 7th level, you and all friendly creatures within 10 feet of you have the constant effect of *detect magic*. You can begin and end this effect as a bonus action.

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

### Mind Over Magic

At 15th level, you have advantage on saving throws against magical effects.

### Antimagic Knight

By 20th level, as an action on your turn, you can warp the Weave around yourself to better slay mages. For 1 minute, the spell *antimagic field* is centered on yourself, requiring no concentration. During this time, you deal maximum damage on attacks against creatures which can cast arcane magic, such as bards, sorcerers, warlocks, wizards, and other sources the DM deems appropriate.