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5E_PHB_Classes_Paladin

Chapter 3 discusses the various classes available to adventurers, emphasizing how each class shapes a character's abilities and worldview. It details the roles of twelve classes, including the paladin, highlighting their unique features, abilities, and the importance of their oaths in the fight against evil. The chapter also outlines the progression of abilities as characters advance in levels, providing a framework for character development in the game.

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0% found this document useful (0 votes)
7 views8 pages

5E_PHB_Classes_Paladin

Chapter 3 discusses the various classes available to adventurers, emphasizing how each class shapes a character's abilities and worldview. It details the roles of twelve classes, including the paladin, highlighting their unique features, abilities, and the importance of their oaths in the fight against evil. The chapter also outlines the progression of abilities as characters advance in levels, providing a framework for character development in the game.

Uploaded by

john.chilton
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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C h a p t e r 3: C l a s s e s

DVENTURERS ARE EXTRAORDINARY PEOPLE,


A Your class gives you a variety o f sp ecia l features, such
driven by a thirst for excitem ent into a as a fighter’s m astery o f w ea p on s and armor, and a
life that others w ou ld never dare lead. w iza rd ’s spells. At low levels, your class gives you only
T h ey are h eroes, com p elled to explore the tw o or three features, but as you advance in level you
dark p la ces o f the w orld and take on the gain m ore and your existing features often im prove.
challen ges that lesser w om en and m en Each class entry in this chapter includes a table
ca n ’t stand against. su m m arizin g the benefits you gain at every level, and
C lass is the prim ary definition o f w hat your character a detailed explanation o f each one.
can do. It’s m ore than a profession; it’s your character’s Adventurers som etim es advance in m ore than one
calling. C lass sh ap es the w ay you think about the class. A rogu e m ight sw itch direction in life and sw ear
w orld and interact with it and your relationship with the oath o f a paladin. A barbarian m ight d iscover latent
other p eop le and p ow ers in the m ultiverse. A fighter, m agical ability and dabble in the sorcerer class w hile
for exam ple, m ight view the w orld in pragm atic term s continuing to advance as a barbarian. Elves are kn ow n
o f strategy and m aneuvering, and see h erself as ju st a to com bin e m artial m astery w ith m agical training
paw n in a m uch larger gam e. A cleric, by contrast, might and advance as fighters and w izards sim ultaneously.
see h im self as a w illing servant in a g o d ’s u nfolding plan O ptional rules for com bin in g cla sses in this way, called
or a con flict brew in g a m on g various deities. W h ile the m ulticlassing, appear in chapter 6.
fighter has contacts in a m ercen a ry com pa n y or army, Twelve c la s se s—listed in the C la sses table—are found
the cleric m ight kn ow a num ber o f priests, paladins, and in alm ost every D & D w orld and define the sp ectru m o f
devotees w h o share his faith. typical adventurers.

C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
Pa l a d i n
Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sw ord and shield and p la ces her hands on a m ortally
w ou n ded man. D ivine radiance sh in es from her hands,
the m an’s w ou n ds knit closed, and his eyes op en w ide
with am azem ent.
A dw arf crou ch es behind an outcrop, his black cloak
m akin g him nearly invisible in the night, and w atches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their m idst and w h ispers an oath, and tw o
ores are dead b efore they even realize he is there.
Silver hair shining in a shaft o f light that seem s to
illum inate only him , an elf laughs w ith exultation. His
sp ear flashes like his eyes as he ja b s again and again
at a tw isted giant, until at last his light ov ercom es its
h ideou s darkness.
W hatever their origin and their m ission, paladins are
united by their oaths to stand against the forces o f evil.
W h eth er sw orn before a g od ’s altar and the w itn ess o f
a priest, in a sa cred glade b efore nature spirits and fey
beings, or in a m om ent o f desperation and g rief w ith the
dead as the only w itn ess, a paladin’s oath is a pow erfu l
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed cham pion.

T he C ause of R ig h teo u sn ess


A paladin sw ea rs to uphold ju stice and righteousness,
to stand w ith the g o o d things o f the w orld against the
en croach in g darkness, and to hunt the forces o f evil
w herever they lurk. Different paladins focu s on various
aspects o f the cau se o f righ teou sn ess, but all are
b ou n d by the oaths that grant them p ow er to d o their
sa cred w ork. A lthough m any paladins are devoted to
g od s o f g ood , a paladin’s p ow er c o m e s as m uch from a
com m itm en t to ju stice itself as it d o e s from a god.
Paladins train for years to learn the skills o f com bat,
m astering a variety o f w ea p on s and armor. Even so,
their martial skills are secon d a ry to the m agical p ow er
they w ield: p ow er to heal the sick and injured, to sm ite
the w ick ed and the undead, and to protect the innocent
and th ose w h o join them in the fight for ju stice.

B e y o n d t h e M u n d a n e L ife
A lm ost by definition, the life o f a paladin is an
adventuring life. U n less a lasting injury has taken him
or her away from adventuring for a time, every paladin
lives on the front lines o f the c o sm ic struggle against
T h e Pa la din

— Spell Slots per Spell Level—


Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Sacred Oath 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura o f Protection 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura o f Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

evil. Fighters are rare enough a m on g the ranks o f the as Torm , Tyr, H eironeou s,
m ilitias and arm ies o f the w orld, but even few er p eople Paladine, Kiri-Jolith, D ol
can claim the true calling o f a paladin. W h en they do Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,
occu p ation s and take up arm s to fight evil. S om etim es and H eim dall.
their oaths lead them into the serv ice o f the crow n as H ow did you exp erien ce your call to
leaders o f elite grou ps o f knights, but even then their serve as a paladin? D id you hear a w h isper
loyalty is first to the ca u se o f righ teou sn ess, not to from an u n seen g od or angel w hile you w ere at
crow n and country. prayer? D id another paladin sen se the potential w ithin
Adventuring p aladins take their w ork seriously. A you and d ecide to train you as a squire? Or did som e
delve into an ancient ruin or dusty crypt can be a quest terrible event—the destruction o f your h om e, perhaps—
driven by a higher p u rp ose than the acquisition of drive you to your quests? Perhaps you stum bled into
treasure. Evil lurks in du ngeon s and prim eval forests, a sa cred grove or a hidden elven enclave and found
and even the sm allest victory against it can tilt the y ou rself called to protect all such refuges o f g o od n ess
c o s m ic ba la n ce away from oblivion. and beauty. O r you m ight have k n ow n from your earliest
m em ories that the paladin’s life w as your calling, alm ost
C r e a t i n g a Pa l a d i n as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
Th e m ost im portant aspect o f a paladin character is
A s guardians against the forces o f w ick ed n ess,
the nature o f his or her holy quest. Although the class
paladins are rarely o f any evil alignm ent. M ost o f them
features related to your oath don't appear until you
reach 3rd level, plan ahead for that ch oice by reading w alk the paths o f charity and ju stice. C on sider h ow your
alignm ent c o lo rs the w ay you pursue your holy quest
the oath descriptions at the end o f the class. A re you a
and the m ann er in w hich you con du ct y ou rself before
devoted servant o f g ood, loyal to the gods o f ju stice and
g od s and m ortals. Your oath and alignm ent m ight be
honor, a holy knight in shining arm or venturing forth
in harmony, or your oath m ight represent standards of
to sm ite evil? A re you a g loriou s cham pion o f the light,
behavior that you have not yet attained.
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
Q u ic k B u il d
older than m any o f the god s? O r are you an em bittered
You can m ake a paladin quickly by follow in g these
lon er sw orn to take v en g ean ce on th ose w h o have done
suggestion s. First, Strength sh ou ld be your highest
great evil, sent as an angel o f death by the g od s or driven
ability score, follow ed by C harism a. S econ d , c h o o s e the
by your n eed for revenge? A pp en dix B lists m any deities
noble background.
w orsh ip ed by paladins throughout the m ultiverse, such
C lass Featu r es F ig h t in g St y l e
A s a paladin, you gain the follow in g cla ss features. At 2nd level, you adopt a style o f fighting as your
specialty. C h oose on e o f the follow in g options. You ca n ’t
H it P o in t s take a Fighting Style option m ore than on ce, even if you
Hit Dice: 1d10 p er paladin level later get to c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your D efense

C onstitution m odifier per paladin level after 1st W h ile you are w earing armor, you gain a +1 bon u s to AC.

P r o f ic ie n c ie s D u e l in g

Arm or: A ll armor, shields W h en you are w ielding a m elee w eap on in on e hand and
W eapons: Sim ple w eapon s, m artial w eapon s no other w eapon s, you gain a +2 bon u s to dam age rolls
Tools: N one w ith that w eapon.

Saving Throws: W isdom , Charism a G reat W eapon F ig h t in g


Skills: C h o o se tw o from A thletics, Insight, Intimidation,
W h en you roll a 1 or 2 on a dam age die for an attack you
M edicine, Persuasion, and R eligion
m ake w ith a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and must u se the new
E q u ip m ent
roll. T h e w eap on m ust have the tw o-handed or versatile
You start w ith the follow in g equipm ent, in addition to
property for you to gain this benefit.
the equipm ent granted by your background:

• (a) a m artial w eap on and a shield or (b) tw o martial P r o t e c t io n


w eap on s W h en a creature you can see attacks a target other
• (a) five javelins or (b) any sim ple m elee w eapon than you that is w ithin 5 feet o f you, you can u se your
• (a) a priest’s pack or (b) an explorer’s pack reaction to im p ose disadvantage on the attack roll.
• C hain m ail and a holy sym bol You must be w ielding a shield.

D iv in e Sense Spellca stin g


T h e p resen ce o f stron g evil registers on your se n se s like B y 2nd level, you have learned to draw on divine
a n oxiou s odor, and pow erfu l g o o d rings like heavenly m agic through m editation and prayer to cast sp ells as
m u sic in your ears. A s an action, you can op en your a cleric does. S e e chapter 10 for the general rules o f
aw aren ess to detect such forces. Until the end o f your spellcastin g and chapter 11 for the paladin spell list.
next turn, you k n ow the location o f any celestial, fiend,
or undead w ithin 60 feet o f you that is not behind total P r e p a r in g and C a s t in g Spe lls
cover. You k n ow the type (celestial, fiend, or undead) o f T h e Paladin table sh ow s h ow m any spell slots you have
any bein g w h ose p resen ce you sen se, but not its identity to cast your spells. To cast on e o f your paladin sp ells o f
(the vam pire Count Strahd von Z arovich, for instance). 1st level or higher, you must expend a slot o f the sp ell’s
W ithin the sa m e radius, you also detect the presen ce level or higher. You regain all expen ded spell slots w hen
o f any place or object that has been con secrated or you finish a lon g rest.
desecrated, as w ith the hallow spell. Y ou prepare the list o f paladin spells that are available
You can u se this feature a num ber o f tim es equal to for you to cast, ch oosin g from the paladin spell list.
1 + your C harism a m odifier. W h en you finish a lon g rest, W h en you do so, c h o o s e a n um ber o f paladin spells
you regain all expen ded uses. equal to your C harism a m odifier + h alf your paladin
level, roun ded dow n (m inim um o f one spell). The sp ells
L ay on H ands must b e o f a level for w hich you have spell slots.
For exam ple, if you are a 5th-level paladin, you have
Your blessed touch can heal w oun ds. You have a p ool
four 1st-level and tw o 2nd-level spell slots. W ith a
o f healing p ow er that replen ish es w hen you take a long
C harism a o f 14, your list o f prepared spells can include
rest. W ith that pool, you can restore a total num ber o f
four spells o f 1st or 2nd level, in any com bination. If you
hit points equal to your paladin level x 5.
prepare the 1st-level spell cure wounds, you can cast
A s an action, you can touch a creature and draw
it using a 1st-level or a 2nd-level slot. Casting the spell
p ow er from the p o o l to restore a num ber o f hit points
d oesn ’t rem ove it from your list o f prepared spells.
to that creature, up to the m axim u m am ount rem aining
You can change your list o f prepared spells w hen you
in your p ool.
finish a long rest. P reparin g a n ew list o f paladin spells
Alternatively, you ca n expend 5 hit points from your
requ ires tim e spent in prayer and m editation: at least 1
p o o l o f healing to cure the target o f one d isease or
m inute per spell level for each spell on your list.
neutralize on e p oison affecting it. You can cure multiple
d isea ses and neutralize multiple p oison s w ith a single Sp e l l c a s t in g A b il it y
use o f Lay on H ands, expending hit points separately C harism a is your sp ellcastin g ability for your paladin
for each one. spells, sin ce their p ow er derives from the strength o f
T h is feature has no effect on undead and constructs.
your conviction s. You u se your C harism a w hen ever a A b il it y S c o r e Im p r o v e m e n t
spell refers to your spellcastin g ability. In addition, you
W h en you reach 4th level, and again at 8th, 12th, 16th,
use your C harism a m odifier w hen setting the saving
and 19th level, you can in crease on e ability s c o r e o f your
th row D C for a paladin spell you cast and w hen m aking
ch oice by 2, or you can in crease tw o ability sc o r e s o f
an attack roll w ith one.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
Spell save D C = 8 + your proficiency bonus + sco re above 20 using this feature.
your Charisma modifier
Extra A ttack
Spell attack modifier = your proficiency bonus +
your Charisma modifier B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
Sp e l l c a s t in g Fo c u s
You can u se a holy sym b ol (found in chapter 5) as a
A u r a of P ro tectio n
sp ellcastin g focu s for your paladin spells. Starting at 6th level, w hen ever you or a friendly creature
w ithin 10 feet o f you m ust m ake a saving throw, the
D iv in e Sm ite creature gains a bon u s to the saving th row equal to your
Starting at 2nd level, w hen you hit a creature w ith a C harism a m odifier (with a m inim um bon u s o f +1). You
m elee w eap on attack, you can expend one paladin spell m ust be co n s cio u s to grant this bonus.
slot to deal radiant dam age to the target, in addition to At 18th level, the range o f this aura in creases to 30 feet.
the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a
1st-level sp ell slot, plus 1d8 for each spell level higher
A ura of C ourage
than 1st, to a m axim u m o f 5d8. T h e dam age in creases Starting at 10th level, you and friendly creatu res
by 1d8 if the target is an undead or a fiend. w ithin 10 feet o f you ca n ’t be frightened w hile you
are con sciou s.
D ivin e H ea lth At 18th level, the range o f this aura in creases to 30 feet.
By 3rd level, the divine m agic flow in g through you
m a kes you im m une to disease.
Im pr o ved D iv in e Sm ite
By 11th level, you are s o su ffu sed w ith righteous
Sa c r e d O a t h might that all your m elee w ea p on strikes carry divine
W h en you reach 3rd level, you sw ear the oath that binds pow er w ith them. W h en ever you hit a creature with a
you as a paladin forever. Up to this tim e you have been m elee w eapon , the creature takes an extra 1d8 radiant
in a preparatory stage, com m itted to the path but not dam age. If you also u se your D ivine Sm ite with an
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, attack, you add this dam age to the extra dam age o f your
the Oath o f the Ancients, or the Oath o f V engeance, all D ivine Sm ite.
detailed at the end o f the class description.
Your ch oice grants you features at 3rd level and again
C lea n sin g T ou ch
at 7th, 15th, and 20th level. T h o se features include oath B egin ning at 14th level, you can use your action to
sp ells and the Channel Divinity feature. end on e spell on y ou rself or on on e w illing creature
that you touch.
O ath Spe lls You can use this feature a num ber o f tim es equal
E ach oath has a list o f a ssocia ted spells. You gain to your C harism a m odifier (a m inim um o f once). You
a c c e s s to th ese spells at the levels sp ecified in the oath regain expended u ses w hen you finish a lon g rest.
description. O n ce you gain a c c e ss to an oath spell, you
always have it prepared. Oath spells d on ’t count against
the num ber o f spells you can prepare each day.
Sa c r e d O a t h s
If you gain an oath spell that d oesn ’t appear on the B ecom in g a paladin involves taking v ow s that com m it
paladin sp ell list, the spell is n onetheless a paladin the paladin to the cau se o f righ teou sn ess, an active
spell for you. path o f fighting w ick ed n ess. The final oath, taken
w hen he or sh e reach es 3rd level, is the culm ination
C hannel D iv in it y o f all the paladin’s training. S o m e characters with this
Your oath allow s you to channel divine en ergy to fuel class d on ’t con sider them selves true paladins until
m agical effects. E ach Channel Divinity option provided they have reach ed 3rd level and m ade this oath. For
by your oath explains h ow to u se it. others, the actual sw earin g o f the oath is a formality,
W h en you u se your Channel Divinity, you ch o o s e an official stam p on w hat has always been true in the
w hich option to use. You must then finish a short or long paladin’s heart.
rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s. O a th of D evo tio n
W h en you u se such an effect from this class, the DC T h e Oath o f D evotion binds a paladin to the loftiest
equals your paladin spell save DC. ideals o f ju stice, virtue, and order. S om etim es called
cavaliers, w hite knights, or holy w arriors, these
paladins m eet the ideal o f the knight in sh in in g armor,
acting w ith h on or in pursuit o f ju stice and the greater B r e a k in g Yo u r O ath
good. Th ey h old th em selves to the highest standards of A paladin tries to hold to the highest standards o f conduct,
conduct, and som e, for better or w orse, hold the rest o f but even the most virtuous paladin is fallible. Sometimes
the w orld to the sam e standards. M any w ho sw ear this the right path proves too demanding, sometimes a situation
oath are devoted to gods o f law and g o o d and use their calls for the lesser o f two evils, and sometimes the heat of
g od s’ tenets as the m easu re o f their devotion. Th ey hold emotion causes a paladin to transgress his or her oath.
an gels—the perfect servants o f g o o d —as their ideals, A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
and in corporate im ages o f angelic w in gs into their
paladin of the same order. The paladin might spend an all-
helm ets or coats o f arm s.
night vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
T enets of D e v o t io n
forgiveness, the paladin starts fresh.
T h ou gh the exact w ord s and strictures o f the Oath o f If a paladin willfully violates his or her oath and shows no
D evotion vary, paladins o f this oath share these tenets. sign o f repentance, the consequences can be more serious.
Honesty. D on ’t lie or cheat. Let your w ord b e At the DM's discretion, an impenitent paladin might be
your prom ise. forced to abandon this class and adopt another, or perhaps
Courage. Never fear to act, though caution is w ise. to take the Oathbreaker paladin option that appears in the
Compassion. A id others, protect the w eak, and D u n ge o n M aste r's Guide.

punish th ose w h o threaten them. S h o w m ercy to your


foes, but tem per it w ith w isdom . reactions. F or its action, it can use only the D ash action
Honor. Treat others with fairness, and let your or try to esca p e from an effect that prevents it from
honorable d eed s be an exam ple to them . D o as m oving. If there’s n ow h ere to m ove, the creature can u se
m uch g o o d as p ossib le w hile causing the least the D od g e action.
am ount o f harm.
Duty. B e respon sib le for your actions and their A u ra of D e v o t io n

con seq u en ces, protect th ose entrusted to your care, Starting at 7th level, you and friendly creatu res w ithin
and obey th ose w h o have ju st authority over you. 10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
O ath Spells
You gain oath sp ells at the paladin levels listed. Pu r it y of S p ir it
B egin ning at 15th level, you are always under the effects
O ath o f D e v o t io n S pells o f a protection from evil and good spell.

Paladin Level Spells


H oly N im b u s
3rd protection fro m evil a n d good, san ctu ary At 20th level, as an action, you can em anate an aura o f
5th lesser restoration, zone o f truth sunlight. F or 1 minute, bright light sh in es from you in a
9th beacon o f hope, dispel m agic 30 -foot radius, and dim light sh in es 30 feet beyon d that.
13th fre e do m o f m ovem ent, gu ardia n o f faith W h enever an enem y creature starts its turn in the
17th com m u n e, fla m e strike bright light, the creature takes 10 radiant dam age.
In addition, for the duration, you have advantage on
C hannel D iv in it y saving throw s against sp ells cast by fiends or undead.
W h en you take this oath at 3rd level, you gain the O n ce you use this feature, you ca n ’t use it again until
follow in g tw o Channel Divinity options. you finish a long rest.
Sacred Weapon. A s an action, you ca n im bue one
w eap on that you are holdin g w ith positive energy, O a t h of th e A n cien ts
using your Channel Divinity. For 1 minute, you add The Oath o f the A ncients is as old as the race o f elves
your C harism a m odifier to attack rolls m ade w ith that and the rituals o f the druids. S om etim es called fey
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also knights, green knights, or h orn ed knights, paladins w ho
em its bright light in a 20 -foot radius and dim light 20 sw ear this oath cast their lot with the side o f the light
feet beyon d that. If the w eap on is not already m agical, it in the co sm ic struggle against darkn ess b eca u se they
b e c o m e s m agical for the duration. love the beautiful and life-giving things o f the w orld,
You ca n end this effect on your turn as part o f any not n ecessarily b eca u se they believe in prin ciples o f
other action. If you are no lon ger h olding or carrying honor, courage, and ju stice. Th ey adorn their arm or and
this w eapon , or if you fall u n con sciou s, this effect ends. cloth in g with im ages o f grow in g things—leaves, antlers,
Turn the Unholy. A s an action, you present your or flow ers—to reflect their com m itm en t to preserving
holy sym bol and sp eak a prayer cen su rin g fiends and life and light in the world.
undead, using your Channel Divinity. E ach fiend or
undead that can s e e or hear you w ithin 30 feet o f you T enets of th e A n c ie n t s
must m ake a W isd om saving throw. If the creature The tenets o f the Oath o f the A ncients have been
fails its saving throw, it is turned for 1 m inute or until preserved for u ncounted centuries. T h is oath
it takes dam age. em p hasizes the prin ciples o f g o o d above any con cern s
A turned creature m ust sp en d its turns trying to m ove o f law o r chaos. Its four central prin ciples are sim ple.
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take
sym bol, and each fey o r fiend w ithin 30 feet o f you that
can hear you m ust m ake a W isd om saving throw. O n a
failed save, the creature is turned for 1 m inute or until it
takes dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp a ce w ithin 30 feet o f you. It also ca n ’t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th ere’s now h ere to m ove, the creature can use
the D o d g e action.
If the creatu re’s true form is con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w hile
it is turned.

A u ra of W a r d in g
B egin ning at 7th level, ancient m agic lies so heavily
u pon you that it form s an eldritch w ard. You and friendly
creatu res w ithin 10 feet o f you have resistan ce to
dam age from spells.
At 18th level, the range o f this aura in creases to 30 feet.
K indle the Light. T h rou gh your acts o f mercy,
kin dn ess, and forgiveness, kindle the light o f h op e in the U n d y in g Se n t in e l
w orld, beating ba ck despair. Starting at 15th level, w hen you are redu ced to 0 hit
S helter the Light. W h ere there is g ood, beauty, love, points and are not killed outright, you can c h o o s e to
and laughter in the w orld, stand against the w ick ed n ess drop to 1 hit point instead. O n ce you u se this ability, you
that w ou ld sw a llow it. W h ere life flourishes, stand ca n ’t u se it again until you finish a lon g rest.
against the fo r ce s that w ou ld render it barren. Additionally, you suffer n one o f the draw backs o f old
P reserve Your Own Light. D elight in son g and age, and you c a n ’t be aged m agically.
laughter, in beauty and art. If you allow the light to die in
Elder C h a m p io n
your ow n heart, you ca n ’t preserve it in the w orld.
At 20th level, you can assu m e the form o f an ancient
B e the Light. B e a g loriou s b ea con for all w h o live in
force o f nature, taking on an appearan ce you ch oose.
despair. Let the light o f your jo y and cou rage shine forth
For exam ple, your skin m ight turn green or take on a
in all your deeds.
bark-like texture, your hair m ight b e c o m e leafy or m o s s -
O ath Spells like, or you m ight sprout antlers or a lion-like mane.
You gain oath sp ells at the paladin levels listed. U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
O ath of the A n c ie n t s S pells • At the start o f each o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd e n sn aring strike, speak with anim als
• W h en ever you cast a paladin spell that has a casting
tim e o f 1 action, you can cast it using a bon u s action
5th m oon b eam , m isty step
instead.
9th p lant growth, protection fro m energy
• E nem y creatures w ithin 10 feet o f you have disadvan­
13th ice storm , stoneskin
tage on saving th row s against your paladin spells and
17th c o m m u n e with nature, tree stride
Channel Divinity options.

C h a n n e l D iv in it y O nce you u se this feature, you ca n ’t use it again until


W h en you take this oath at 3rd level, you gain the you finish a lon g rest.
follow in g tw o Channel Divinity options.
N ature’s Wrath. You can use your Channel Divinity
O ath of V engeance
to invoke prim eval forces to ensnare a foe. A s an action, The Oath o f V en gean ce is a solem n com m itm en t to
you can cau se spectral vines to spring up and reach punish th ose w ho have com m itted a grievous sin. W h en
for a creature w ithin 10 feet o f you that you can see. evil forces slaughter helpless villagers, w hen an entire
T h e creature m ust su cceed on a Strength or Dexterity p eople turns against the w ill o f the gods, w hen a thieves’
saving th row (its ch oice) or be restrained. W h ile guild grow s too violent and pow erfu l, w hen a dragon
restrained by the vines, the creature repeats the saving ram pages through the cou n tryside—at tim es like these,
th row at the end o f each o f its turns. O n a su ccess, it paladins arise and sw ear an Oath o f V en gean ce to set
frees itself and the v ines vanish. right that w hich has gone w ron g. To th ese paladins—
Turn the Faithless. You can use your Channel som etim es called avengers or dark knights—their ow n
Divinity to utter ancient w ord s that are painful for fey purity is not as im portant as delivering justice.
and fiends to hear. A s an action, you present your holy
T enets of V engeance C hannel D iv in it y
T h e tenets o f the Oath o f V en gean ce vary by paladin, but W h en you take this oath at 3rd level, you gain the
all the tenets revolve around punishing w ron g d oers by follow in g tw o Channel Divinity options.
any m eans necessary. Paladins w h o uphold these tenets A bjure Enemy. A s an action, you present your holy
are w illing to sa crifice even their ow n righ teou sn ess to sym bol and sp ea k a prayer o f denunciation, using your
m ete out ju stice upon th ose w h o do evil, so the paladins Channel Divinity. C h oose one creature w ithin 60 feet
are often neutral or lawful neutral in alignm ent. The o f you that you can see. That creature m ust m ake a
c o re prin ciples o f the tenets are brutally sim ple. W isd om saving throw, u nless it is im m une to being
Fight the Greater Evil. F aced w ith a ch oice o f fighting frightened. Fiends and undead have disadvantage on
m y sw orn foes or com batin g a lesser evil. I c h o o s e the this saving throw.
greater evil. On a failed save, the creature is frightened for 1
No Mercy for the Wicked. O rdinary foes m ight w in minute or until it takes any dam age. W h ile frightened,
my m ercy, but m y sw orn en em ies do not. the creatu re’s sp eed is 0, and it ca n ’t benefit from any
By Any Means Necessary. My qualm s ca n ’t get in the bon u s to its speed.
w ay o f exterm inating m y foes. On a su ccessfu l save, the creatu re’s sp eed is halved
Restitution. If m y fo e s w rea k ruin on the w orld, it is for 1 m inute or until the creature takes any dam age.
b eca u se I failed to stop them. I m ust help th ose harm ed Vow o f Enmity. A s a bon u s action, you can utter a vow
by their m isdeeds. o f enm ity against a creature you can see w ithin 10 feet
o f you, using your Channel Divinity. You gain advantage
O ath Spe lls on attack rolls against the creature for 1 minute or until
You gain oath spells at the paladin levels listed. it d rops to 0 hit points or falls u n con sciou s.

O ath o f V e n g e a n c e S pells R elen tless Avenger


Paladin Level Spells By 7th level, your supernatural focu s helps you close
o ff a fo e ’s retreat. W h en you hit a creature w ith an
3rd bane, hu n te r’s m ark
opportu nity attack, you can m ove up to h alf your
5th hold person, m isty step
sp eed im m ediately after the attack and as part o f
9th haste, protection fro m energy
the sam e reaction. T h is m ovem ent d oesn ’t provoke
13th banishm ent, dim ension door
opportunity attacks.
17th hold monster, scrying
Sou l of V engeance
Starting at 15th level, the authority w ith w h ich you
sp ea k your V ow o f Enm ity gives you greater pow er over
your foe. W h en a creature under the effect o f your V ow
o f Enm ity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
w ithin range.

A v e n g in g A ngel
At 20th level, you can assu m e the form o f an
angelic avenger. U sing your action, you undergo a
transform ation. F or 1 hour, you gain the follow in g
benefits:

• W in gs sprout from your back and grant you a flying


sp eed o f 60 feet.
• You em anate an aura o f m en ace in a 30 -foot radius.
T he first tim e any en em y creatu re enters the aura or
starts its turn there during a battle, the creature m ust
su cceed on a W isd om saving th row o r b e c o m e fright­
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.

O nce you u se this feature, you ca n ’t use it again until


you finish a lon g rest.

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