Tome of The Paladin
Tome of The Paladin
Tome of The Paladin
he RPG is a game that promotes imagination refer a given chapter of this books, or just the book
and logical reasoning, developing creativity, itself. When you are consult this supplemental
interpersonal relationship, and mutual rulebook, you should have access to the determined
cooperation. As pioneer of this game style, book to delve into the topic discussed by the given
D&D brings an atmosphere of mysticism and feature.
fantasy to DM and players, allowing then to At this specific supplemental rulebook will be
create and live epic stories and adventures worthy to be approached the paladin class. Here we have a brief
tell on books or even in movies. discuss of his abilities and powers, focusing on class
Several memorable and epic sagas known can be gameplay. Additionally, are presented here new class
revived and even take a different course in the hands of options to players that consider the class options
an experienced DM and dedicated players. However, the presented in the Player’s Handbook doesn’t fit on the
game is not about only will and storytelling. There are concept they pictured to their characters.
factors that must not be decided only by the desire of You would like to play as a pious dwarf paladin
the DM or the players. worshiper of Moradin that decides to become a hammer
The game rules are fundamental to keep a level of of Moradin. You also can be a paladin that consider
coherency and logic on game tables. A player may want itself above all, and decide to do not have physical
his character knock a huge iron door to the ground with contact with other creatures cause they are impure,
a kick, but the success or the failure of this action is swearing the Oath of Purity. Or you could be a paladin
impacted by the physical strength of the character and that discover the farce of the deities through the Oath of
a die roll. Reason, and have the duty to show this farce to
The D&D 5th edition core books present the basic everyone. Or you could be a paladin that uses terror as
rules to act in an universe create by a DM or in the weapon, filling the heart of their foes with fear through
official campaign setting, like Forgotten Realms. the Oath of Damnation.
Whereas the core rulebooks are limited in the At this supplemental rulebook are presented ten new
diversification of races, classes, items, spells, feats, sacred oaths. Certainly, one of than will fit the concept
monsters and so on, I decide to create a pack of you imagine for your paladin. Explore all the
supplemental rulebooks to expand the options possibilities and have fun.
presented on the basic books. Long live to the RPG!
To have better use of the supplemental rulebooks of
the AlanVenic’s Redbook line, you need the three D&D AlanVenic Gonçalves
5th edition core rulebooks: The Player’s Handbook, March 2016
Monster Manual, and Dungeon Master’s Guide. In
certain moments, some features presented here, will
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters
Guild.
THE PALADIN
Wearing a shining armor and raising its hand wielding SACRED OATH
a sword, this proud knight makes a motivational speech
in battlefront. The tired solders from endless days of The sacred oath of a paladin differs entirely the beliefs
fight listen to the knight. Its words inflame the hearts and action among the paladin orders. The tenets you
of the listeners that recover their breath and led by the follow are like a code of conduct that directs your
knight, charge against the horde of creatures of the actions and world’s view. In the Player’s Handbook are
Abyss. presented three oaths. Here are presented ten new
The role of a paladin it’s not just to punish the slopes of this class feature, bringing a huge variety for
evildoers, but motivate and give hope to desperate the kind of paladin you want to be. The new sacred
people, and protect the weak and afflicted. A sacred oaths are presented in the final of this brief description
champion does so, but the actions of a knight of justice of the paladin class features.
can drastically vary depending the order he join.
ABILITY SCORE IMPROVEMENT
CLASS FEATURES As a paladin, your most influent ability is Charisma.
Since you are a born leader, a high Charisma score
As a paladin, you has features that exalts the spirit of
allow you to convince the people more efficiently.
justice and kindness. You are a sacred warrior with
However, in time of combat a high Strength and
moderate caster ability to help you in your endless
Constitution scores are indispensable. Nevertheless,
battle against evil.
you can find some feats that can expand even more your
versatility, or improves the focus in some aspect you
DIVINE SENSE wish to exalt on your character (see chapter 6 on
Raising your hand, you can fell the presence of beings of Player’s Handbook).
evil essence. Creatures of the lower planes, upper
planes, and the walking dead cannot pass unnoticed EXTRA ATTACK
before your sixth sense. When you reach certain level of experience in combat,
you can wield your sword faster without accuracy loss.
LAY ON HANDS Your attacks become even more wasting when imbued
with divine energy.
You can recover the wounds of any living being you
touch. Your hands can channel the blessed energy AURA OF PROTECTION
granted to you by the gods and celestial forces.
Your self-confidence and influence are granted to your
allies through an aura that improves the defenses of
FIGHTING STYLE everyone near you.
As a warrior, you choose a fighting style that better suit
your way to fight evil. Your fighting style prioritizes the AURA OF COURAGE
melee combat, since most of your fight and magical While with you, I fear no evil. These are the words of
skills are focus on this sort of combat. the allies of a paladin, full of courage while are led by
him.
SPELLCASTING
As a secondary spellcaster, your spells are not the main IMPROVED DIVINE SMITE
source of your power. Your spells are used to aid and to An experienced paladin improves its ability to smite
amplify your utility, instead of serve as your primal foes with powerful attacks imbued with sacred energy.
resource. You are a proficient warrior that use spells in
crucial moments to resolve difficult situation as fast as CLEANSING TOUCH
possible.
Your touch not only close wound but also can remove
magical effects your allies are suffering. While you are
DIVINE SMITE watching them, your allies has nothing to fear.
You can unleash powerful strikes imbued with sacred
energy against your most challenging enemies. The SACRED OATHS
power of this attack is greater against creatures At this supplemental rulebook are presented ten new
essentially evil. sacred oaths you can choose instead of the sacred oaths
presented in the Player’s Handbook. The Oath of
DIVINE HEALTH Balance, the Oath of Brotherhood, the Oath of Conflict,
the Oath of Damnation, the Oath of Freedom, the Oath
Thanks to the bless of the gods or other celestial beings of Mercy, the Oath of Ordination, the Oath of Purity,
that watch for you, your health is perfect and no illness the Oath of Reason, the Oath of the Hammer.
can take you down.
OATH OF BALANCE creature within the aura recover 2 hit points at the end
of each of your turns.
The Oath of Balance seek keeps the scales of the You can end this effect on your turn as part of any
multiverse always balanced. Neither good nor evil must other action. If you fall unconscious, this effect ends.
win the endless battle they fight. If this scales shaken,
the likely fate is the domination of the winner kind, or AURA OF FAIRNESS
worst – the destruction of the multiverse. As a paladin Starting at 7th level, an aura of fairness emanates from
of the scales, as are known a paladin that take this you. You and any creatures within 10 feet of you, both
oath, you must keep the balance wherever you go. friendly and hostile, lose any damage resistance it could
Either by legal or illegal means. The justice of the man have and cannot gain resistance or immunity to
means nothing to you. The greater good of keep the damage. If the creature has immunity to damage, it
balance of the multiverse overcome any law made by loses this immunity and gain damage resistance to the
ordinary mortals. same type of damage while remain inside the aura.
At 18th level, the range of this aura increases to 30
TENETS OF BALANCE feet.
The tenets of the Oath of Balance seek just keeps the
scales of the multiverse. EGALITARIAN SMITE
Seek for Balance. The scales of the multiverse At 15th level, when you use your divine smite, you
must be balanced. I cannot allow the forces of good or cause 3d8 force damage when you expend a 1st-level
evil overcome each another. spell slot, plus 1d8 for each spell level higher than 1st,
Avoid Extermination. For each life taken, one to a maximum of 6d8. You cause no extra damage if the
must be kept. I cannot allow a race or kind of creature target is an undead or a fiend.
to be exterminated.
Hold Expansion. No civilization must detain global BRING BALANCE
power. I must prevent a realm or creature to achieve At 20th level, when you are badly wounded, you can
domination or control of all resources of a place. touch an enemy to try to balance the clash. If you are
Spread Wealth. Everyone has right of a decent life. with less than half your hit point maximum, you can
I cannot allow that a few makes wealth with the misery use an action to make a melee spell attack against a
of many. hostile creature. If you hit, your current hit points rise
to half your hit point maximum and the target must be
OATH SPELLS successful in a Constitution saving throw or its hit point
You gain oath spells at the paladin levels listed. maximum is halved. A target successful in the save
takes 10d6 necrotic damage.
OATH OF BALANCE SPELLS Once you use this feature, you can’t use it again until
Paladin Level Spells you finish a long rest.
3rd protection against evil and good, sanctuary
5th augury, warding bond
9th spirit guardians, revivify
13th banishment, guardian of faith
17th dispel evil and good, raise dead
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Single Combat. You can challenge an enemy to
fight you in a single combat, demotivating other to join
this man-to-man fight.
As an action, you can use your Channel Divinity and
choose a hostile creature that you can see within 60 feet
of you. You and the target gain advantage on attack
rolls against one another and both of you cause half
damage with attacks and spells against any creature
different of you both for 1 minute. Additionally, any
creature different of you both cause only half damage
with attacks and spells against you both for the
duration.
Glorious Sacrifice. You can sacrifice your life
energy to keep your party standing when needed. As an
action, you can use your Channel Divinity to activate an
aura of vital flow between you and any friendly creature
within 30 feet of you for 1 minute. While the aura
remain, you lose 1d4 hit points and each friendly
OATH OF BROTHERHOOD friendly creature it can see within 5 feet of it when this
friendly creature makes a melee attack.
Paladins that join the Brotherhood of Justice swear the At 18th level, the range of this aura increases to 30
Oath of Brotherhood. This order accepts only the most feet.
noble and honored paladins willing to sacrifice STEADFAST FRIENDSHIP
themselves for their friends or brothers. While on the At 15th level, when a creature friendly to you that you
order, these paladins are taught to defend and honor can see and that can hear you within 60 feet of you is
their friends. They learn to unconditionally respect and charmed of frightened, you can finish the charmed or
love who deserve their confidence, and are willing to die frightened condition with an action.
at any moment for the well of their party.
UNITY IS STRENGTH
TENETS OF BROTHERHOOD At 20th level, when a friendly creature that you can see
The tenets of the Oath of Brotherhood exalts the within 60 feet of you takes damage, you can use your
fellowship and friendship between your sworn brothers reaction to halves the damage it takes. You take the
and allies from your party. other half of the damage. Additionally, you and the
Friendship above All. My friends are what really friendly creature you protects gain advantage on attack
matters. Worth dying for my companions. rolls against the attacker until the end of the attacker
Second Chance. If a friend of mine lose my next turn.
confidence, I must give him a second chance. Fail a
third time and you become my enemy.
Fair Friends. I must choose only good people as my
allies. I should not have unfair or vile beings with me.
Help the Loved Ones. I must help my brothers and
friends. I shouldn’t say no for a cry for help from a
beloved one.
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.
Aid Strike. When you hit a creature with an attack,
you can use your Channel Divinity to guide your allies.
Any creature friendly to you gain a bonus on attack
rolls and damage rolls against the creature you hit
equal to your Charisma modifier (minimum of +1).
Pact of Confidence. You can seal a pact of
confidence with an ally of yours.
As a bonus action, you can use your Channel Divinity
to touch a willing creature. For 1 minute, you reduce
any damage you take by half (rounded up). The target
takes the other half of the damage. For the duration,
any spell you cast on yourself also target the creature
you made the pact.
You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
AURA OF FELLOWSHIP
Starting at 7th level, you emanates an aura that
strengthens your bonds with your friends. You and any
friendly creature within 10 feet of you can use the Help
action as a bonus action.
Alternatively, a creature affected by this aura can use
its reaction to give advantage on the attack roll of a
OATH OF CONFLICT At 18th level, the range of this aura increases to 30
feet.
The Oath of Conflict is sworn by paladins that abdicate
their duties as guardians and protectors of justice and WARLORD
follow a life of endless combat and war. To the knights At 15th level, your attacks are imbued with destructive
of slaughter, the only thing that matters is war. They power. Whenever you hit a creature with a melee
are forged on the battlefield and their only concern in weapon attack, you cause 1d8 extra damage of the same
their career is find a foe strong enough to defeat them. type of the weapon.
In the world, only the strong prevails, and only the
strong has the right to rule. BATTLE FURY
At 20th level, you can urge your allies to enter a blood
TENETS OF CONFLICT frenzy state. As an action, you can make you and any
The tenets of the Oath of Conflict exalts the war and willing creature friendly to you within 30 feet of you to
strife as way of life for its members. frenzy for 1 minute. A frenzied creature gain advantage
Strength makes Right. Only a strong ruler deserve on melee attack rolls and gain a bonus damage on melee
to rule. Weak rulers must be challenged and overthrow. weapon damage rolls equal to your Charisma modifier
No Mercy. A defeated enemy is a dead enemy. I never (minimum of +1).
take prisoners. The frenzy ends early on a creature if it make a
Never Retreat. I must not run away from a worthy ranged attack or cast a spell.
opponent. Once in a fight, I shouldn’t retreat in face of Once you use this feature, you can’t use it again until
an enemy. you finish a long rest.
Man-to-Man. I should face my enemies with honor. I
shouldn’t use ranged weapons.
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.
Combat Mastery. You can amplify your combat
ability by channeling divine power. You can use your
Channel Divinity to make a melee weapon attack as a
bonus action for 1 minute.
No Retreat. You can prevent your enemies from run
away from the battlefield.
When a hostile creature use the Disengage action or
provokes an attack of opportunity from you, you can use
your Channel Divinity with your reaction to make a
melee weapon attack against this creature. You gain
advantage on your attack roll and, if you hit, the target
must be successful in a Charisma saving throw or is
restrained for 1 minute. The target can repeat the save
at the end of its turns, ending the restrained condition
with a successful one.
AURA OF DEFIANCE
Starting at 7th level, an aura that compels your
enemies to fight emanates from you. Any hostile
creature within 10 feet of you, must make a Wisdom
saving throw at the start of each of its turns. A creature
that fail it save, must move in your direction until is
within 5 feet of you and must use its action to take the
Attack action with a melee weapon against you.
OATH OF DAMNATION remain for the duration or until the target succeed on
its save.
The Oath of Damntion is sworn by few devoted paladins You can end this effect on your turn as part of any
that try to use fear as a weapon against the unfair and other action. If you fall unconscious, this effect ends.
unfaithful. Known as dark knights or hexblades, these
paladins usually wear menacing armors to urge the AURA OF DOOM
greatest fear on their foes, defeating them mentally Starting at 7th level, you emanate an aura of dread that
instead of physically. These paladins suffered great let your enemies shaken. Any creature hostile to you or
traumas on their lives but overcome these traumas and to your allies within 10 feet of you cannot take reactions
use their own fears to haunt those who deserve and suffer a penalty on saving throws against being
punishment or must be led to justice. frightened equal to your Charisma modifier (minimum
of –1).
TENETS OF DAMNATION A creature immune to the frightened condition with a
The tenets of the Oath of Damnation show an unusual challenge rating equal or lower your paladin level lose
vein of resentment on its paladins.
its immunity while is under effect of your Aura of
Virtue to Innocent. I shouldn’t scare the innocents. Doom. However, such creatures gain advantage on
While I’m in a civilized place, I must show the good side saving throws against effects that can frightened them.
of life to those who are fair and kind. At 18th level, the range of this aura increases to 30
Dread to Unfair. I must bring the greatest fears to
feet.
my enemies. Those who show unfear and cruel must
suffer the same mental traumas they make the innocent NIGHTMARE WITHIN
suffer. At 15th level, you can bring to life the most secret fears
Death to Vile. Beings of black heart must be of an enemy, forcing it to believe its ally is this fear. As
annihilated. If has no way to achieve redemption, the an action, you can choose a creature within 60 feet of
soul must be send to judgment. you and another creature friendly of the first target
Face the Fear. I must fight against my inner fears within 30 feet of the first target that it can see. The first
all the time. I cannot let fear take care of my actions or target must be successful in a Wisdom saving throw or
prevent me to make justice. take 4d10 psychic damage and become frightened
toward its chosen ally for 1 minute. A successful on the
OATH SPELLS save halves the damage and ignore the fear effect. A
You gain oath spells at the paladin levels listed. creature that fail the save is frightened and takes 1d10
psychic damage at the start of each of its turns. The
OATH OF DAMNATION SPELLS target can make a new saving throw at the end of each
Paladin Level Spells of its turns, ending the fear effect with a successful one.
3rd bane, hellish rebuke Once you use this feature, you can’t use it again until
5th crown of madness, hold person you finish a short or long rest.
9th bestow curse, fear
13th confusion, phantasmal killer ITERANT FEAR
17th dream, hold monster At 20th level, you can scare any creature that already
become frightened toward you just with your presence.
CHANNEL DIVINITY
As a bonus action, you assume a scaring form, visible
When you take this oath at 3rd level, you gain the
only by the creatures that already become frightened
following two Channel Divinity options.
toward you for 1 minute. During this time, such
Hexblade. As an action, you imbue your weapon with
creatures suffer disadvantage on attack rolls and ability
crippling energy, using your Channel Divinity.
checks.
Your weapon remain enchanted this way for 1
Once you use this feature, you can’t use it again until
minute. Whenever you hit a creature with a melee
you finish a long rest.
attack with this weapon, roll a d6. The target suffer a
penalty equal to the number rolled on weapon attack
rolls and weapon damage rolls until the start of your
next turn.
Numbing Fear. You can incite a dreadful fear effect
that freeze the movements of your target. As an action,
you use your Channel Divinity to choose a creature you
can see within 10 feet of you. The target must be
successful in a Wisdom saving throw or become
frightened toward you for 1 minute. While is frightened
this way, the target’s speed is reduced to 0. The target
can make a new saving throw at the end of each of its
turns. If you or a creature friendly to you attack the
target, it can move on its next turn, but the fear effect
OATH OF FREEDOM condition for 1 minute. If you are under the effect of one
of these conditions, you can activate your Liberator
The Oath of Freedom is sworn by paladins with Touch on yourself as an action, even if the effect
adventurer spirit. They love travel, exploring the world prevents you to take actions.
and show to everyone that the most precious blessing
for a being is its freedom. The power to decide your life AURA OF LIBERATION
and fate without give satisfaction to an oppressor chief Starting at 7th level, your effort to keep yourself
or ruler is priceless. Although believe on freedom as unimpeded magically extends to your allies. You and
greater good, the paladins of freedom propagates any friendly creature within 10 feet of you gain
kindness and don’t let anyone take evil acts with the advantage on saving throws and ability checks against
justification of be practicing its right of freedom. The being grappled, paralyzed, or restrained while you are
freedom of someone is limited by the welfare of the conscious.
others. At 18th level, the range of this aura increases to 30
TENETS OF FREEDOM feet.
The tenets of the Oath of Freedom emphasizes the FREE SPIRIT
aversion against all kind of unfair restriction to the At 15th level, you spirit prevents your mind and body to
freedom of any being. become restrained. You are always under the effect of a
Free the Innocent. Everyone deserve a fair freedom of movement spell.
judgment. I must help the needy to prove their
innocence if they are unjustly imprisoned. TRAVELING THE WORLDS
Expunge the Tyranny. Tyrant leaders must be At 20th level, you become an avatar of freedom and are
ousted. I must strongly oppose against leaders that able to come and go where and when you want. You can
oppress and mistreat its subjects. expend a 5th level spell slot to cast a teleport or plane
No Jail. No living being must be held captive shift spell.
without a reason. I must free any animal or being caged Alternatively, you can expend a 5th level spell slot to
for selfish motivation. open a gate to the Feywild, the Beastlands, Arborea, or
Travel is Necessary. I born to be free. I must keep Ysgard and cry for help from beings that dwell these
me always on the road, never remaining in a place for a planes. A beast, celestial, or fey with a challenge rating
long time. equal or lower of 10, at DM’s discretion, that dwell the
chosen plane exit the gate and help you as best as it
OATH SPELLS can. The creature is friendly to you and to your
You gain oath spells at the paladin levels listed. companions, and obey your verbal commands if you
OATH OF FREEDOM SPELLS share a language with it. The creature remains with
Paladin Level Spells you for 1 minute, or until you dismiss it (a bonus action
3rd expeditious retreat, grease is required from you) or it drops to 0 hit point.
5th longstride, spider climb
9th blink, water walk
13th dimension door, freedom of movement
17th awaken, passwall
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Anarchic Mantle. As an action, you can surround
yourself in a mantle of chaotic energy that protects you
or improves your attacks, using your Channel Divinity.
For 1 minute, you can gain a bonus on your CA or your
melee weapon attack rolls. At the start of your turn, roll
a d6. If the number rolled is odd, you gain add that
number as a bonus to your CA, if the number rolled is
even, you add that number as a bonus to your melee
weapon attack rolls until the start of your next turn.
You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
Liberator Touch. You can use your Channel
Divinity to remove a negative effect from a creature. As
an action, you can touch a friendly creature to remove
one of the following conditions, at your choice: charmed,
frightened, paralyzed, restrained, or stunned.
Additionally, the target gain immunity to the chosen
OATH OF MERCY affected can make a new saving throw at the end of
each of its turns, ending the effect with a successful
The Oath of Mercy has as basic premise the value of life save.
above anything. All living beings has the right to live
and nobody can steal it from them. On the other hand, AURA OF RESILIENCE
the creatures that exists through undeath must be Starting at 7th level, your tenacity protecting the life
exterminated without hesitating. Some call these gives you a divine aura. You and any friendly creature
paladin holy templars, knights of life, or white knights. within 10 feet of you gain resistance to poison and
necrotic damage while you are conscious. Additionally,
TENETS OF MERCY any creature under effect of this aura that drops to 0 hit
The tenets of the Oath of Mercy are simple and straight points, stabilizes automatically.
as the goals of its followers. At 18th level, the range of this aura increases to 30
Preserve the Life. All creatures deserve to live. I will feet.
never take a life that I could spare.
Bane the Undeath. The undead cannot exist. I must VIRTUE OF LIFE
free all beings from a profane existence. At 15th level, you are blessed with the supreme gift of
Promote the Health. The sick must be healed. I life. You can cast a heal spell once.
must help infirm and wounded people to heal their Once you use this feature, you can’t use it again until
illness. you finish a long rest.
Do not Use Poison. Poison attacks the victims from
inside. I shouldn’t use a lethal thing that I can’t control. SACRIFICE OF THE MARTYR
At 20th level, you can accept to sacrifice your own vital
OATH SPELLS force to restore your allies. As an action, you can release
You gain oath spells at the paladin levels listed. a pulse of radiant energy in a 30-foot sphere centered on
you. You takes 10d8 damage and any living creature
OATH OF MERCY SPELLS friendly to you in the area recover a number of hit
Paladin Level Spells points equal to the damage you take. Fiends and
3rd healing word, sanctuary undead in the area must make a Dexterity saving
5th blindness/deafness, warding bond throw. A creature takes an amount of damage equal to
9th beacon of hope, mass healing word the damage you take on a failed save, or half as much
13th guardian of faith, stoneskin damage on a successful one.
17th greater restoration, hallow Once you use this feature, you can’t use it again until
you finish a long rest.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Merciful Attack. As an action, you can surround
your weapon and the weapons of your allies within 30
feet of you with radiant energy that is nonlethal to
living creatures using your Channel Divinity. For 1
minute, you can convert all damage deal by weapon
attacks to radiant damage, and these attacks cause 1d6
extra radiant damage against undead. The enchanted
weapons emits a faint light that create dim light in a
10-foot radius.
Additionally, any living creature that drop to 0 hit
points after an attack made with a weapon under this
effect, stabilize automatically. If a living creature takes
damage enough to be killed by such attack, it drops to 0
hit points and become stable instead.
You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
Guardian of Life. You can use your Channel
Divinity to grant resistance to bludgeoning, piercing,
and slashing damage to a willing creature you touch for
1 minute. Whenever the target takes bludgeoning,
piercing, or slashing damage, you can take an equal
amount of damage.
Alternatively, you can touch an undead to target it
with this ability. The target must make a Charisma
saving throw or gain vulnerability against bludgeoning,
piercing, and slashing damage for 1 minute. An undead
OATH OF ORDINATION Quiet. The target cannot attack or cast spells with
somatic component.
The Oath of Ordination is followed by paladins known
as justicars. These paladins follow the orders of their At the end of each of the target’s turns, it can make a
commanders and local authorities without questioning, new saving throw, ending the effect of forbiddance with
being perfect tools for maintenance of the law and order a successful one.
where they are. The justicars tireless hunt lawbreakers, You can end this effect on your turn as part of any
take this outlaws to being judged according to law. A other action. If you fall unconscious, this effect ends.
justicar has no personal code, he follow the orders given
to him and ensure the laws are being fulfilled having as AURA OF AUTHORITY
single paradigm the legitimacy of these laws and Starting at 7th level, you emits a powerful aura of
authorities. authority. Any creature hostile to you or to your allies
within 10 feet of you suffer disadvantage on Charisma
TENETS OF ORDINATION checks and Charisma saving throws.
The tenets of the Oath of Ordination exalts moral At 18th level, the range of this aura increases to 30
uprightness and full loyalty to the laws. feet.
Loyalty to Authorities. I shouldn’t challenge
decisions of a true authority. The orders of an authority INDOMITABLE WILL
that is in the law must be strictly followed. At 15th level, you become an incorruptible bulwark.
Subdue the Lawbreakers. I shouldn’t bring justice You are immune to the charmed conditions.
with my own hands. Any criminal deserve a fair Additionally, you cannot be target of spells or magical
judgment. effects that can control or induce you to act against your
Fulfill the Law. I shouldn’t breaches and current will, as spells like command, confusion, crown of
law. Follow the law and make it to be followed is the madness, Tasha’s hideous laugher, etc.
only way to keep peace and civility.
Disprove the Tyranny. I must oppose fake DEATH SENTENCE
authorities. I shouldn’t condone with tyrants or obey At 20th level, you become an exemplar of the law and
any order against the law. order, gaining the right to judge, sentence, and execute
creature that has committed a capital crime. As an
OATH SPELLS action, choose a creature you can see within 60 feet of
You gain oath spells at the paladin levels listed. you that you know has committed a crime punish with
death. If the target has 100 hit points or less, it must be
OATH OF ORDINATION SPELLS successful on a Charisma saving throw or drops to 0 hit
Paladin Level Spells points. A creature with more than 100 hit points or that
3rd bane, command haven’t committed a crime punishable with death are
5th calm emotions, zone of truth immune to this effect.
9th crusader’s mantle, glyph of warding Once you use this feature, you can’t use it again until
13th banishment, locate creature you finish a long rest.
17th geas, planar binding
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Encourage the Party. You can encourage your allies
to keep fighting in name of justice.
As an action, you use your Channel Divinity to issue
encouraging words to any friendly creature within 30
feet of you that can hear you. The affected creatures
gain a bonus on weapon damage rolls equal to your
Charisma bonus (minimum of +1) for 1 minute.
You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
Imperious Forbiddance. You can prohibit a
creature to take a particular action for a time. As an
action, you use your Channel Divinity and choose a
creature you can see within 60 feet of you. The target
must be successful in a Charisma saving throw or be
target of one of the following effects of your choice for 1
minute:
Mute. The target cannot speak or cast spells with
verbal component.
Freeze. The target is restrained.
OATH OF PURITY AURA OF INTEGRITY
Starting at 7th level, you emits a shining aura with 10-
The Oath of Purity binds a paladin to a life of chastity foot radius that prevent impure creature to get closer to
and abstinence. The puritan paladins avoid physical you and to your allies under its effect. Any creature
contact with others that don’t follow its tenets or that other than your allies and a celestial that try to enter
don’t have the blood blessed by beings of the Upper the aura for the first time on its turn, must be
Planes. In true, these paladins try to follow the steps of successful on a Charisma saving throw or cannot enter
celestial creatures in order of someday ascend ho the area of the aura this round. If a creature succeed on
heaven as a being of pure kindness and light. As the save to enter your aura, it become immune to the
superior beings they think they are, puritans should effect of the aura until you finish a short rest. Fiends
stay away from trivial mortal pleasures, and must seek and undead has disadvantage on this saving throw.
to elevate their rename by acts of kindness and bravery. At 18th level, the range of this aura increases to 30
feet.
TENETS OF PURITY
The tenets of the Oath of Purity reflects the primal DIVINE RISING
features of a chaste and pure paladin. At 15th level, you can release angellike feather wings
Have no Contact with Impure. I shouldn’t willingly keeping on highs, away from the impure. When you use
touch a impure. I must have physical contact only with your Channel Divinity, you gain fly speed with 50 feet
other pure beings like celestials or other puritan for 1 minute.
paladin.
Annihilate the Impure. My greater obligation is KILLER ARROW
exterminate the foulness of the world. I must smite who At 20th level, you can use a bow or crossbow to shot a
has the heart blackened by evil. deadly missile against a creature other than a celestial.
Vow of Sobriety. I shouldn’t drunk alcoholic drinks As an action, make a ranged attack roll with an
or any kind of substance that can drug my body and ammunition weapon you wielding. If you hit, the target
mind. must be successful in a Constitution saving throw or
Avoid the Taint. I must avoid the use of impure drops to 0 hit points instantaneously. If the target is
materials. I shouldn’t wear an item that a impure successful on the save, it takes the normal damage of
creature wear without such item have being sanctified the attack and 6d10 extra radiant damage, or 8d10 if
by a celestial or through a hallow spell. the target is a fiend or undead.
Once you use this feature, you can’t use it again until
OATH SPELLS you finish a long rest.
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.
Far Strikes. As an action, you can turn your weapon
attacks in attacks or raw energy using your Channel
Divinity. For 1 minute, your melee weapon attacks
count as ranged weapon attacks with a range of 30 feet.
The damage type change to radiant and you can use
your Divine Smite or any spell that require a melee
attack as a ranged attack for the duration. If you are
wielding a ranged weapon, you can keep the normal
range of this weapon if its range is longer than 30 feet.
You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
Keep the Purity. You can cast your beneficial spells
from a safe distance. As a bonus action, you can use
your Channel Divinity to use any beneficial spell with
touch range or your Lay on Hands as it has a range of
60 feet for 1 minute.
OATH OF REASON make a new save at the end of each of its turns, ending
the effect with a successful save.
The Oath of Reason open the eyes of the paladins that
follow it to the final true – mysticism is a fraud created AURA OF REASONABLENESS
by the self-titled gods. Both divine and arcane spell, Starting at 7th level, you emits an aura that expand the
come from knowledge and manipulation of invisible but mind of your allies. You and any friendly creature
real forces that pervade the multiverse. The deities in within 10 feet of you has advantage on Intelligence and
true, are powerful beings that can manipulate the Wisdom saving throws.
energy of their followers given them a small portion of At 18th level, the range of this aura increases to 30
this power in return. feet.
The knights of reason, as are known the paladins that
swear this oath, have the moral obligation to show EXPANDED LORE
everyone the fraud of the gods through knowledge and At 15th level, you full expand your general knowledge.
study. You can add half your proficiency bonus (round up) in
any check you make using the skills Arcana, History,
TENETS OF REASON Nature, or Religion, regardless if you are proficient or
The tenets of the Oath of Reason prizes the constant not.
seeking of lore and the extinction of ignorance and Additionally, any creature that understand a
superstition. language can understand what you say.
Seek of Lore. I must seek for lore. Books, tomes,
scrolls, and all kind of work that contain knowledge CONVERT ZEALOT
must be preserved. At 20th level, you can issue a brief speech that convince
Spread the Knowledge. I must spread the reason an enemy to go to your side. As an action, you can
wherever I go. The knowledge and reason must be choose a creature you can see that can hear you within
spread to all beings. 60 feet of you. The target must be successful in an
Reject the Deities. I must refute believes and faith. Intelligence saving throw or be charmed by you for 24
The gods doesn’t exists, they are just powerful beings hours or until you or your companions do anything
dependents of the mortals to survive. harmful to it.
Technocracy. The magic has a logical explanation. While charmed this way, the target regards you as a
The superstition and mysticism has no place in a world leader. You can issue verbal command to it (require no
where science are responsible for magic. action from you) while you are conscious, and the target
obey your commands as best as it can.
OATH SPELLS Once you use this feature, you can’t use it again until
You gain oath spells at the paladin levels listed. you finish a long rest.
OATH OF REASON SPELLS
Paladin Level Spells
3rd command, identify
5th calm emotions, detect thoughts
9th clairvoyance, tongues
13th compulsion, divination
17th legend lore, scrying
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Reality Check. As an action, you can use your
Channel Divinity to show the real world to a creature.
Choose a creature you can see within 60 feet of you. The
target must be successful in an Intelligence saving
throw or take 4d8 psychic damage and are stunned
until the end of your next turn. With a successful save,
the target takes half as much damage and are not
stunned.
Bring to Reason. You can disbelief a creature about
the authority of the gods and the magical system with
scathing arguments.
As an action, you can use you Channel Divinity to
choose a creature you can see that can hear you within
60 feet of you. If the target understand your language,
it must be successful in an Intelligence saving throw or
is unable to cast spells for 1 minute. The target can
OATH OF THE HAMMER You can end this effect on your turn as part of any
other action. If you fall unconscious, this effect ends.
Within the halls of Citadel Abdar in the icy North, a Moradin’s Enemy. You can make a devastating
paladin order stands ready to defend the dwarven strike against the enemies of Moradin. When you hit a
people against the enemies of Moradin. Called the creature with a light hammer, warhammer, or maul,
hammers of Moradin, the paladins that swear the Oath you can use your Channel Divinity to cause 2d10 extra
of the Hammer serve as pious guardians against the thunder damage as a bonus action. The target must be
onslaught of fell giants, dark elves, and goblinoids that successful in a Constitution saving throw or is stunned
try to invade Citadel Abdar and other dwarven cities until the end of your next turn.
spread around Faerûn. If the target is an elf (drow), orc, goblinoid, or giant,
the extra thunder damage increases by 1d10 and it
RESTRICTION: DWARVES ONLY suffer disadvantage on its saving throw against being
Only dwarves can choose the oath of the hammer. This stunned.
oath represents the devotion and attempt to follow the
plans of the god of the dwarves, Moradin. AURA OF ENDURANCE
Your DM can fit the race restriction to other race Starting at 7th level, you emits a powerful aura that
bond to a different god on its setting. The restriction hardens the skin of your allies and yourself. You and
reflects the devotion and worship or the dwarves to its any friendly creature within 10 feet of you reduce a
patron deity, but it can apply to other god of another
number of bludgeoning, piercing, and slashing damage
race of your DM’s setting. The name of this sacred oath from nonmagical attacks equal to your Charisma
and the features of it must fit the chosen god of the
modifier (minimum of 1).
setting.
At 18th level, the range of this aura increases to 30
feet.
TENETS OF THE HAMMER
The tenets of the Oath of the Hammer reflects the QUAKE
features of a pious servant of Moradin. At 15th level, you can make a powerful strike on the
Punish the Enemies. The enemies of Moradin must ground that trembles the earth. As an action, you can
be bane. I must exterminate evil drow, orcs, goblinoids, strike the ground with a warhammer or a maul to make
and giants with no mercy.
the earth tremble in a 60-foot cone from you in a
Protect the Heritage. I must protect Moradin’s
direction you choose. All creatures in the area must
offspring. Dwarves and all its history and goods must be make a Dexterity saving throw. A creature takes 8d8
preserved.
force damage and is knocked prone on a failed save, or
Hammer of Justice. I always must wield Moradin’s
half as much damage and is not knocked prone on a
favored weapon. I must fight only with hammers or successful one.
weapons alike. Once you use this feature, you can’t use it again until
Honor the Elders. I must honor the elders of you finish a short or long rest.
dwarven race. I shouldn’t disobey the orders of the
leaders of dwarven clans, as the orders of Moradin
itself.
MORADIN’S AVATAR
At 20th level, you can assume the form of a giant dwarf
OATH SPELLS made of metal and stone. As an action, you undergo a
You gain oath spells at the paladin levels listed. transformation. For 1 hour, you gain the following
benefits:
OATH OF THE HAMMER SPELLS Your size change to Large, if you are not already large
Paladin Level Spells
or bigger.
3rd shield of faith, thunderwave
Your weapon attacks cause 1d6 extra damage.
5th knock, spiritual weapon
You gain resistance to bludgeoning, piercing, and
9th meld into stone, spirit guardians
13th guardian of faith, stoneskin
slashing damage from nonmagical attacks.
17th passwall, wall of stone Once you use this feature, you can’t use it again until
you finish a long rest.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Hammer of Return. As a bonus action, you can turn
a warhammer or a maul into a weapon or return using
your Channel Divinity. For 1 minute, the weapon gain
the property thrown (range 20/60) and when you hit a
ranged attack using this weapon it cause 1d8 extra
damage. Immediately after the attack, the weapon flies
back to your hand. If the weapon is not already magic,
it becomes magical for the duration.