Paladin

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● **Paladin** ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

# Paladin Features

### Hit Points

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

### Proficiencies

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

### Equipment

* (a) a martial weapon and a shield or (b) two martial weapons
* (a) five javelins or (b) any simple melee weapon
* (a) a Priest's Pack or (b) an Explorer's Pack
* Chain mail and a holy symbol

Alternatively, you may ignore the equipment from your class and background and start with 5d4 x 10 gp.

### Multiclass Prerequisites

The prerequisites for multiclassing into Paladin are 13 Strength and 13 Charisma.

# Paladin Traits

## Divine Sense

As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

## Lay on Hands

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

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

This feature has no effect on undead and constructs.

## Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Defense:** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Close Quarters Shooter (Unearthed Arcana):** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
* **Tunnel Fighter (Unearthed Arcana):** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
* **Mariner (Unearthed Arcana):** As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

## Spellcasting

By 2nd level, you can cast paladin spells.

### Preparing and Casting Spells

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

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

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

### Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your charisma modifier

**Spell attack modifier** = your proficiency bonus + your charisma modifier

### Spellcasting Focus

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

## Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

## Divine Health

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

## Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 13th, 15th, 17th, and 20th level.

* Oath of the Ancients
* Oath of Conquest
* Oath of the Crown
* Oath of Devotion
* Oath of Glory
* Oath of Heroism
* Oath of Mercy
* Oath of Redemption
* Oath of the Unconquered
* Oath of the Watchers
* Oath of Vengeance
* Oath of Virtue
* Oathbreaker Paladin

### Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

### Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

## Ability Score Improvement

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

## Extra Attack

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

## Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

## Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

## Improved Divine Smite

By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

## Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

# Paladin Class Archetypes

* Oath of the Ancients
* Oath of Conquest
* Oath of the Crown
* Oath of Devotion
* Oath of Glory
* Oath of Heroism
* Oath of Mercy
* Oath of Redemption
* Oath of the Unconquered
* Oath of the Watchers
* Oath of Vengeance
* Oath of Virtue
* Oathbreaker Paladin

## Oath of the Ancients

### Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.

* **Kindle the Light:** Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
* **Shelter the Light:** Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
* **Preserve Your Own Light:** Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
* **Be the Light:** Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Nature's Wrath:** As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
* **Turn the Faithless:** As an action, you can make each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to moves far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.

### Aura of Warding

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

### Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

### Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.

For 1 minute, you gain the following benefits:

* At the start of each of your turns, you regain 10 hit points.
* Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
* Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

### Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

* **Douse the Flame of Hope:** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
* **Rule with an Iron Fist:** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
* **Strength Above All:** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

### Oath of Conquest Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Conquering Presence:** As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
* **Guided Strike:** When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Aura of Conquest

Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

### Scornful Rebuke

Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

### Invincible Conqueror

At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

* You have resistance to all damage.
* When you take the Attack action on your turn, you can make one additional attack as part of that action.
* Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

### Tenets of the Crown

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

* **Law:** The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
* **Loyalty:** Your word is your bond. Without loyalty, oaths and laws are meaningless.
* **Courage:** You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
* **Responsibility:** You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Champion Challenge:** You issue a challenge to each creature of your choice that you can see within 30ft of you must make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30ft away from you.
* **Turn the Tide:** As a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

### Divine Allegiance

At 7th level, when a creature within 5ft of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.

### Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

### Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* Your allies have advantage on death saving throws while within 30ft of you.
* You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.

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

## Oath of Devotion

### Tenets of Devotion

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

* **Honesty:** Don't lie or cheat.Let your word be your promise.
* **Courage:** Never fear to act, though caution is wise.
* **Compassion:** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
* **Honor:** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
* **Duty:** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Sacred Weapon:** As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* **Turn the Unholy:** As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

### Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

### Purity of Spirit

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

### Holy Nimbus

At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

## Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.

### Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

* **Actions over Words.** Strive to be known by glorious deeds, not words.
* **Challenges Are but Tests.** Face hardships with courage, and encourage your allies to face them with you.
* **Hone the Body.** Like raw stone, your body must be worked so its potential can be realized.
* **Discipline the Soul.** You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

### Aura of Alacrity

Upon reaching 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

### Glorious Defense

At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

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.

### Living Legend

At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

* You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
* Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
* If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

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 Heroism

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

### Tenets of Heroism

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

* **Actions over Words:** Strive to be known by deeds not words.
* **Challenges Are but Tests:** Every hardship serves to challenge your abilities and harden your resolve.
* **Embrace Destiny:** You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.
* **Hone the Body:** Like raw stone, your body must be worked so its potential can be realized.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

At 3rd level, you gain the following two Channel Divinity
options. See the Sacred Oath class feature for
how Channel Divinity works.

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

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

### Mighty Deed

At 7th level, your actions on the battlefield can
supernaturally bolster your allies and
demoralize your enemies. Whenever you score a
critical hit or reduce a creature to 0 hit points,
you can choose one or more creatures that you
can see within 30 feet of you, up to a number
equal to your Charisma modifier (minimum of
one creature). All the chosen creatures are
affected by one of the following effects of your
choice:

* The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
* The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature, you can’t use it again until the start of your next turn.

### Glorious Defense

At 15th level, your blessed glory on the battlefield can
misdirect an attack. When a creature you can see
hits you with an attack roll, you can use your
reaction to gain a bonus to AC against that
attack, potentially causing it to miss you. The
bonus equals your Charisma modifier (minimum
of +1). If the attack misses, you can make one
weapon attack against the attacker as part of this
reaction.

### Living Myth

At 20th level, you can now empower yourself with the
legends—whether true or exaggerated—told of
your great deeds. As a bonus action, you gain the
following benefits for 10 minutes:

* You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
* Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
* If you fail a saving throw, you can use your reaction to succeed instead.

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

## Oath of Mercy

### Tenets of Mercy

The Oath Of Mercy is taken by pacifist Paladins who do not wish to kill their enemies, but rather protect life. They are often called Gray Knights due to their unbiased vow towards saving good and evil people. Paladins who swear this oath believe that everyone can either be redeemed or punished without death. These Paladins are devoted to Gods of life and justice for this very reason. To complement the nickname, many Paladins who swear this oath adorn their armor with a dull, metallic gray, the symbol of their God embedded onto either their shield or armor and words of forgiveness, mercy, redemption, or other such themes engraved on their weapon. They uphold these tenants of belief:

* **Forgiveness:** Let bygones be bygones. Forgive those who trespass against you.
* **Pacifism:** Fight only as a last resort. Be diplomatic with those unwilling to fight until their last breath.
* **Redemption:** Those who aren't evil can be redeemed. Show them the error of their ways and ensure they are on the path to redemption.
* **Punishment:** Those who are evil may not be able to be redeemed, but you will still try. If they still can't be redeemed, don't kill them. Rather find a way to ensure they won't bother anyone again that doesn't involve killing.
* **Thou Shall Not Kill:** The prime tenant that all Paladins must follow. Never kill anything, regardless of what they are.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

When you take this Oath at 3rd level, you gain two Channel Divinity options:

* **Mass Mercy:** As an action, you can utter the words of mercy upon your holy symbol to bless all non-magic weapons around a 60 foot radius. All affected weapons are magically dulled for a minute and are only able to do non-lethal damage. This affects both hostile and non-hostile people. You can end this on your turn as a bonus action.
* **Words of Diplomacy:** As an action, as long as you are out of combat, you can pray to your god for the strength to pursue peace. Your proficiency with the following skills is doubled for the next thirty minutes: Persuasion, Intimidation, and Deception. If you are already proficient with one of these skills, you gain advantage on the roll as well.

### Aura of Diplomacy

Starting at 7th Level, you and friendly creatures in a 10-foot radius gain a double proficiency bonus on all Charisma based checks while you are conscious. At 18th Level, this increases to 30 feet.

### Aura of Mercy

Starting at 15th Level, as a bonus action, you can invoke the Aura of Mercy. For a full minute, when anyone within thirty feet of you has their HP reduced to zero or below and are not killed outright, such as a Fireball spell hitting a bunch of Kobolds, they are instead unconscious at 1 HP and aren't killed. You can't use this again until you take a long rest.

### Defeat Means Friendship

At 20th Level, you have mastered the Oath of Mercy and are able to fight with all your might without holding back out of fear of killing anyone. When you reduce a creature's health to 0 or below, you can invoke this feature. The creature is spared as if you inflicted non-lethal damage. The target must make a Wisdom Saving Throw against your Spell DC. If it fails, then the creature sees the error of its ways and becomes non-hostile towards you and your allies. You can't use this again until you take a long rest.

### Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

* **Peace:** Violence is a weapon of last resort. Diplomacy and understanding are the paths to long lasting peace.
* **Innocence:** All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
* **Patience:** Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
* **Wisdom:** Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Emissary of Peace:** As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
* **Rebuke the Violent:** Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

### Aura of the Guardian

Starting at 7th level, when a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

### Protective Spirit

Starting at 15th level, you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

### Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

* You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
* Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

## Oath of the Unconquered

### Tenets of the Unconquered

Unconquered paladins are soldiers who dedicate themselves to defending the ideals of freedom and prosperity and fighting those who would use strength and violence to subdue and rule the weak. Commonly called bulwark knights, mountain knights, and the unbroken, these soldiers stride into battle with defensive magics alight, making them mobile fortresses that can withstand the wrath of kings, emperors, and gods.

* **Defend the Weak:** When walls and shields are not enough, you must be there to be their bulwark against destruction.
* **Vanquish Tyranny:** Tyrants cause misery in their ambitions. Deny them their dreams whether they be of the heavens or the hells.
* **Kindle Courage:** When there is doubt, you must be an anchor for their courage and will of those around you.
* **Challenge the Strong:** You are unbreakable; show no fear, and take little caution. The monarch is your nemesis, and you are vice versa

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Adamantine Bulwark:** Anytime you take damage from an attack or spell, you can use your reaction and your Channel Divinity to reduce all damage you take by an amount equal to three times your paladin level.
* **Unstoppable Charge:** You can spend an action to use your Channel Divinity to move up to your speed in a straight line. You can move through enemy creatures, and the first enemy creature of up to one size larger than you, or is smaller than you, that you come into contact with must succeed on a Strength saving throw or take bludgeoning damage equal to 2d8 + your paladin level and be forcefully moved along with you until you finish your movement. Each creature whos space you, or the creature you are pushing, pass through during this action must succeed on a dexterity saving throw or be knocked prone.

### Aura of Iron

Beginning at 7th level, you emanate so many protective magics that it is almost palpable. You and friendly creatures within 10 feet of you reduce all damage taken by an amont equal to your charisma modifier (minimum 1). You reduce damage this way before resistances have been calculated. At 18th level, the range of this aura increases to 30 feet.

### Living Fortress

At 15th level, you have come to embody many qualities of an actual fortress. You can no longer be forcefully moved by spell effects, or by abilities used by creatures that are one size larger or smaller than yourself. Additionally, allies who are within 5 feet of you, and are of your size or smaller ,gain the benefits of half cover.

### Unbreakable Defender

At 20th level, you can use an action to create an additional, secondary layer of armor made of solidified radiant energy that appears over your form. For one minute you gain the following benefits:

* If an attack or spell that deals damage would damage you for 15 hit points or less, you ignore it.
* Anytime a hostile creature makes a ranged attack against an allied creature within your Aura of Iron, you can roll 1d6. On a 4 or higher, you become the target of the attack instead.
* Allied cratures within 30 feet of you alway sgain the benefits of half cover.

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

### Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.

**Vigilance:** The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

**Loyalty:** Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

**Discipline:** You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

**Watcher's Will:** You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

**Adbjure the Extraplanar:** You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

### Aura of the Sentinel

At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

### Vigilant Rebuke

At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

### Mortal Bulwark

At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

* You gain truesight with a range of 120 feet.
* You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
* When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

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

## Oath of Vengeance

### Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

* **Fight the Greater Evil:** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
* **No Mercy for the Wicked:** Ordinary foes might win my mercy, but my sworn enemies do not.
* **By Any Means Necessary:** My qualms can't get in the way of exterminating my foes.
* **Restitution:** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

### Oath Spells

 5th
 9th
 13th
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### Channel Divinity

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

* **Abjure Enemy:** As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
* **Vow of Enmity:** As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

### Relentless Avenger

By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

### Soul of Vengeance

Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

### Avenging Angel

At 20th level, using your action, you undergo a transformation.

For 1 hour, you gain the following benefits:

* Wings sprout from your back and grant you a flying speed of 60 feet.
* You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

#### Oath Spells

 5th
 9th
 13th
 17th

#### Channel Divinity

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

* **Conjure Duplicate:** As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
* **Poison Strike:** As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

#### Aura of Treachery

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

* **Cull the Herd:** You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
* **Treacherous Strike:** If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.

#### Blackguard's Escape

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

#### Icon of Deceit

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

* You are invisible.
* If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
* If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

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

## Oath of Virtue

### Tenets of Virtue

The tenets of the Oath of Virtue demand a paladin demonstrate moral excellence and to always support those in need.

* **Exhibit Moral Excellence:** Be the shining example that all others should aspire to emulate.
* **Honor:** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
* **Destined Icon:**  You have been chosen to walk this path by destiny itself. Embrace what you are destined to be and never forget your purpose.
* **Save the Injured:** Those who have been harmed by others are of paramount importance to you, and it is your duty to tend to their wounds.

### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* **Divine Protector:** Mark a target that you can see within 60 feet. For the next 1 minute, this target takes no damage from incoming attacks. Instead, 50% of the intended damage is redirected to you. If your own hit points are reduced to 0, the effect fades from the marked target.
* **Mark of Mercy:** Mark a target that you can see within 60 feet. For the next 1 minute, all healing that is performed within 30 feet of that target also heals the target for 2d4 + your spell attack modifider.

### Angel of Virtue

Starting at 7th level, you may mark a target with this feature. The next time they are damaged within 1 hour, they are also healed for hit points equal to 3d6 + your spell attack modifier and then the mark fades. Once you use this feature, you must finish a short or long rest before you may use it again.

### Regeneration Aura

At 15th level, you permanently permeate an aura that heals all friendly targets within 20 feet of you for 1d4 + 2 hit points per turn. You are not affected by this aura.

### Imbue Life

At 20th level, you may touch a target that is at zero hit points to immediately return it to its maximum hit points and gain 4d8 temporary hit points. The target is also shielded from all damage until the end of its next turn. Once you use this feature, you must finish a short or long rest before you may use it again.

# Breaking Your Oath

A paladin who has broken a vow typically seeks absolution from a cleric who shares their faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker or Treachery paladin.

### Oathbreaker

(Dungeon Master's Guide)

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.

#### Oathbreaker Spells

 5th
 9th
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 17th

#### Channel Divinity

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

* **Control Undead:** As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
* **Dreadful Aspect:** As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

#### Aura of Hate

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

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

#### Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

#### Dread Lord

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

While the aura lasts, the paladin can use a bonus action on their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

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