Paladin Class

As a gunslinger, you gain the following class features.

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: Light Armor, Medium Armor, Heavy Armor, shields

Weapons: Simple Weapons, Martial Weapons

Tools: none

Saving Throws: Wisdom, Charisma

Skills: choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

#### Multiclassing

To multiclass into Paladin, your Strength and Charisma scores must be at least 13. When you do this, you gain proficiency with Light armor, medium armor, shields, simple weapons, and martial weapons.

####  Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (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

###  Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

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

Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

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.

### 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.

### Spellcasting

By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See the paladin spell list.

Preparing and Casting Spells. The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your paladin Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. 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. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. 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, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a paladin spell you cast and when Making an Attack roll with one.

* 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 (see this page) as a spellcasting focus for your paladin Spells.

### 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. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature.

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, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.

###  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.

## **SUBCLASSES**

* Devotion
* Ancients
* Vengeance
* Conquest (XG)
* Redemption (XG)
* Treachery (UA)
* Oathbreaker (DMG)
* Subterfuge (C)
* Glory (TCE)
* Crown (SCAG)
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The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the Knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Sacred Weapon.***  As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1).
 The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration. 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 present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
 A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

*7th-level feature*

 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.

*15th-level feature*

 You are always under the effects of a Protection from Evil and Good*1st-level Abjuration*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 10 min
1 crea immune fear/charm/possess, dis. on atks from abbe./celest./elem./fey/fiends/undead spell.

*20th-level feature*

 As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. 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.

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The Oath of the Ancients is as old as the elven race and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.

 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 four 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Nature's Wrath.***  You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
* ***Turn the Faithless.***  You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. 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.
 If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

*7th-level feature*

 Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

*15th-level feature*

 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.

*20th-level feature*

 You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. 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.

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The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Abjure Enemy.*** As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
 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, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

*7th-level feature*

 Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

*15th-level feature*

 The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

*20th-level feature*

 You can assume the form of an angelic avenger. 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 succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

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The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
 Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins - called hell knights - as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim-warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Conquering Strike.***  You can use your Channel Divinity to break a foe’s will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target 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.***  You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

*7th-level feature*

 You emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened. At 18th level, the range of this aura increases to 30 feet.

*15th-level feature*

 You can no longer be charmed.

*20th-level feature*

 You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

* 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.

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

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The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These pa ladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
 While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against s uch foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

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

*7th-level feature*

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

*15th-level feature*

 A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

*20th-level feature*

 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.

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 The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.

Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.

TENETS OF TREACHERY

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

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.
	+ ***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.*** You can use your Channel Divinity to make a weapon deadlier. 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, you have the ability to slip away from your foes. 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.
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 Paladin Class/Oathbreaker

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The Oath of Subterfuge is followed by paladins who adopt a less direct approach to rooting out evil and injustice. These silent warriors have no qualms about falsifying their identities, lying to others, or manipulating people, when they are working for their cause. In mingling with society — often with those whose actions bring them under suspicion of corruption — these paladins are able to find information about wrongdoers, influence the decisions of those in power, promote the tenets of their gods from the shadows, and get close to unjust or evil people without alerting them of their peril. Paladins who adopt this oath are often called shadow knights, jesters, silent protectors, or masked guards. While undercover, they may look like any person on the streets, just another nameless face. But when the time comes to strike at evil, they emerge from beneath whatever shadow or illusion they chose to adopt, weapons alight with holy fire. The missions these warriors undertake may take longer than direct confrontation, but their patience can yield more stability for the general populace, a widespread increase in justice or honor, or the names of other corrupted individuals who must be dealt with.

 Though many paladins of the Oath of Subterfuge must at times sacrifice their own moral code to achieve their goals, they religiously adhere to a set of principles that keep them steady, focused, and pure, even when mingling with the darkest of evils.

* ***Peace Within.***  You must be a stable foundation, laying aside your inner turmoils, before you can lay to rest the turmoils of others.
* ***Peace in Honor.***  You shall adhere to a strong moral code, and harm only when necessary. For every sin you commit, even those which are necessary to fulfill your cause, you shall do the proper penance.
* ***Peace in Ignorance.***  Act with precision and care, and let no-one know of your cause unless it is necessary. The more disturbance you make, the more turmoil you cause rather than heal.
* ***Peace at Any Cost.***  The needs of the many outweigh the needs of the few. Even the most valuable of lives, objects, and tenets must be weighed by their contribution to greater peace for all.

*3rd-level feature*

 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.***  You can use your Channel Divinity to make a weapon deadlier. 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.

*7th-level feature*

 You emanate an aura of deception. Creatures have difficulty remembering specific details about you when you wish. When you leave a creature's vision, you may force them to make an Intelligence (History) check contested by your Charisma (Deception) check. On a failure, that creature can't remember any specific information about you, your appearance, or why they were concerned about you. This ability has no effect on creatures that are immune to being charmed. If a creature succeeds on this check, they are immune to this ability for 24 hours.

*15th-level feature*

 You have the ability to slip away from your foes. 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.

*20th-level feature*

 You gain the ability to emanate feelings of confusion. 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.

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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.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***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.

*7th-level feature*

 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.

*15th-level feature*

 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.

*20th-level feature*

 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 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.

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The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

 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.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Champion Challenge.***  As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
* ***Turn the Tide.***  As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

*7th-level feature*

 When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

*15th-level feature*

 You have advantage on saving throws to avoid becoming paralyzed or stunned.

*20th-level feature*

 Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* Your allies have advantage on death saving throws while within 30 feet of you.
* You have advantage on Wisdom saving throws, as do your allies within 30 feet 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.

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