Reference
- Modifiers
- Oath of Devotion
- Oath of the Ancients
- Oath of Vengeance
- Oath of Glory
- Oath of Watchers
- Oath of Devotion
- Oath of the Ancients
- Oath of Vengeance
- Oath of Glory
- Oath of Watchers
Paladin
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Divine Sense:
(Level 1)
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. 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:
(Level 1)
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:
(Level 2)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense: (Level 2) While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: (Level 2) 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: (Level 2) When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit
- Protection: (Level 2) 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.
- Blessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Divine Smite: (Level 2) 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: (Level 3) By 3rd level, the divine magic flowing through you makes you immune to disease.
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Ability Score Improvement:
(Level 4)
When you reach 4th level you can gain a feat, 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.
- (Level 8) When you reach 8th level, get another Ability Score Improvement.
- (Level 12) When you reach 12th level, get another Ability Score Improvement.
- (Level 16) When you reach 16th level, get another Ability Score Improvement.
- (Level 19) When you reach 19th level, get another Ability Score Improvement.
- Extra Attack: (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Aura of Protection:
(Level 6)
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.
- (Level 18) At 18th level, the range of this aura increases to 30 feet.
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Aura of Courage:
(Level 10)
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
- (Level 18) At 18th level, the range of this aura increases to 30 feet
- Improved Divine Smite: (Level 11) 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.
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Cleansing Touch:
(Level 14)
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. - Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
- Harness Divine Power (optional): (Level 3) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
- Martial Versatility (optional): (Level 4) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Modifiers
- weapon_proficiency: simple
- weapon_proficiency: martial
- armor_proficiency: light
- armor_proficiency: medium
- armor_proficiency: heavy
- armor_proficiency: shield
Sub Class
Oath of Devotion
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Oath Spells:
(Level 3)
- (Level 3) Protection from Evil and Good, Sanctuary
- (Level 5) Lesser Restoration, Zone of Truth
- (Level 9) Beacon of Hope, Dispel Magic
- (Level 13) Freedom of Movement, Guardian of Faith
- (Level 17) Commune, Flame Strike
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Channel Divinity:
(Level 3)
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Sacred Weapon: (Level 3)
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: (Level 3)
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.
- Sacred Weapon: (Level 3)
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.
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Aura of Devotion:
(Level 7)
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
- (Level 18) At 18th level, the range of this aura increases to 30 feet.
- Purity of Spirit: (Level 15) Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
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Holy Nimbus:
(Level 20)
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
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 the Ancients
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Oath Spells:
(Level 3)
- (Level 3) Ensnaring Strike, Speak with Animals
- (Level 5) Moonbeam, Misty Step
- (Level 9) Plant Growth, Protection from Energy
- (Level 13) Ice Storm, Stoneskin
- (Level 17) Commune with Nature, Tree Stride
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Channel Divinity:
(Level 3)
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Nature's Wrath: (Level 3) 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: (Level 3)
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.
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Aura of Warding:
(Level 7)
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
- (Level 18) At 18th level, the range of this aura increases to 30 feet.
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Undying Sentinel:
(Level 15)
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:
(Level 20)
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
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.
Oath of Vengeance
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Oath Spells:
(Level 3)
- (Level 3) Bane, Hunter's Mark
- (Level 5) Hold Person, Misty Step
- (Level 9) Haste, Protection from Energy
- (Level 13) Banishment, Dimension Door
- (Level 17) Hold Monster, Scrying
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Channel Divinity:
(Level 3)
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Abjure Enemy: (Level 3)
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: (Level 3) 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.
- Abjure Enemy: (Level 3)
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.
- Relentless Avenger: (Level 7) By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
- Soul of Vengeance: (Level 15) Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
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Avenging Angel:
(Level 20)
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
• 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.
Oath of Glory
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Oath Spells:
(Level 3)
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
- (Level 3) Guiding Bolt, Heroism
- (Level 5) Enhance Ability, Magic Weapon
- (Level 9) Haste, Protection from Energy
- (Level 13) Compulsion, Freedom of Movement
- (Level 17) Commune, Flame Strike
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Channel Divinity:
(Level 3)
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.
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Aura of Alacrity:
(Level 7)
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:
(Level 15)
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:
(Level 20)
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.
Oath of Watchers
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Oath Spells:
(Level 3)
You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.
- (Level 3) Alarm, Detect Magic
- (Level 5) Moonbeam, See Invisibility
- (Level 9) Counterspell, Nondetection
- (Level 13) Aura of Purity, Banishment
- (Level 17) Hold Monster, Scrying
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Channel Divinity:
(Level 3)
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Watchers 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.
- Abjure 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.
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Aura of the Sentinel:
(Level 7)
You emit an aura of alertness while you aren't in capacitated. 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.
- (Level 18) At 18th level, the range of this aura increases to30 feet.
- Vigilant Rebuke: (Level 15) 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.
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Mortal Bulwark:
(Level 20)
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.