The Paladin, Perfected, by Strawberry Drugcake

by HaliwaaraGMBinder

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The Paladin, Perfected

Introduction

Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Paladin
Level Proficiency 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, Martial Versatility 3
5th +3 Extra Attack 4 2
6th +3 Aura of 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 of 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 Touche 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

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? The Gods of the Multiverse section lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Class Features

As a paladin, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

Divine Sense

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

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

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

This feature has no effect on undead and constructs.

Fighting Style

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

  • 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. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

  • Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • 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.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

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

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

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your your Charisma modifier

Spell attack modifier = your proficiency bonus +

your your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite

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

Divine Health

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

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

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.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Martial Versatility

4th-level paladin optional feature

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.

Extra Attack

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

Aura of Protection

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

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

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Sacred Oaths
Name Source Page
Oath of Abomination PRoA#6134 8
Oath of the Abyss anon 9
Oath of the Ancients Player's Handbook 10-11
Oath of the Caliph ChromeCoatedPP 12
Oath of Conquest Xanathar's Guide to Everything 13
Oath of the Crown Sword Coast Adventurer's Guide 14
Oath of Damnation Nociel#5707 15
Oath of Devotion Player's Handbook 16
Oath of the Dragon Bright_Lord 17
Oath of the Grave anon 18
Oath of Redemption Xanathar's Guide to Everything 19
Oath of Slaughter Nociel#5707 20
Oath of Treachery Unearthed Arcana 21
Oath of Tyranny Nociel#5707 22
Oath of the Unknown Lost 23
Oath of Vengeance Player's Handbook 24
Oath of the Zephyr Wufflykins 25-26
Oathbreaker Player's Handbook 27

Oath of Abomination

Oath- “One must obey the prince, above all. Strike down the heretics, for they are weak willed. Reject your humanity, mold your soul to the prince. Take pride in the sanctum spear, take it as your weapon...”

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd ice knife, cause fear
5th misty step, crown of madness
9th sleet storm, fear
13th ice storm, death ward
17th cone of cold, dominate person

Sanctum Spear. When you gain this Oath at level 3, when you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.

Cold Touch. When you gain this Oath at level 3, your smites now do cold damage.

Channel Divinity

Aspect Dread As an action, you target one ally you see within 30 feet of you. The target must make a wisdom saving throw. On a failed save, they are frightened of you. The disadvantage on attack rolls is nullified from this effect. While frightened, your ally has advantage on attack rolls against enemies that arent you. At the end of their turn they must make a wisdom saving throw to continue the affect.

Abominable Temptation As an action, you transfigure your face into a horrifying and disgusting figure of terror. All creatures within 30 feet of you must make a wisdom save. On a failed save, they use their turn to move as far away from you as possible. The target must use the dash action so they can move. This effect ends on a successful save at the end of the target’s turn.

Inhumane Motivation

Starting at 7th level, you can sacrifice hit dice to empower your and your allies attacks.as an action, you can spend a hitdie up to a number of your charisma modifier(minimum of 1). Until the start of next turn,all creatures of your choice within 10 feet of you gain a bonus to melee attack rolls equal to the amount of hitdie you spent.

Disgusting Swill.

Starting at 15th level, the Prince of Cures dwells within you. When you use your Abominable Temptation Channel Divinity, the affected creatures within 10ft of you take 1d6 psychic damage equal to half your paladin level, rounded down

Prince’s Champion.

At 20th level, you become an abomination, completely rejecting your humanity. For one minute, you gain the following benefits:

  • When you are hit with a weapon attack, you can use a reaction to make the attacker take the same amount of damage as psychic damage
  • You have immunity to cold damage
  • Creatures of your choice that start their turn within 10 feet of you must succeed on a Wisdom saving throw, or become frightened of you. -The radius for disgusting swill increases by 10 feet

Oath of the Abyss

The Oath of the Abyss is a journey that leads to one of two possible destinations - salvation or perdition. Paladins that follow this oath walk the thin ine that separates life from death, light from dark. Unlike other paladins, they are tempted by evil against their will. They are constantly at war with themselves, trying their upmost not to succumb to their inner demons which lurk in every thought, waiting to spring into existence and oppress their host. On their quest to eventual bliss, they ally with good-hearted souls, hoping to find strength in happiness and shared sorrows.

Tenets of the Abyss

As its forsaken followers wanter on the edge of darkness, the tenets of the Oath of the Abyss are righteous at heart. Tenacious in the face of evil, these paladins slowly fall victim to their own cause.

Camaraderie. I never let down a companion in need. Walking with a friend in the dark is better than walking alone in the light.

Fortitude. I must withtand the lure of evil and its children with all my might, for my downfall is the seed of destruction.

Salvation. I am a pilgrim of hope. And may my journey lead me deep into darkness, my sins will be forgiven at last.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd arms of hadar, shield of faith
5th darkness, warding bond
9th magic circle, speak with dead
13th death ward, fire shield
17th commune, destructive wave

Channel Divinity

Chant of the Deep. As an action, you present your holy symbol and intone a mesmerizing chant until the start of your next turn, using your channel Divinity. While you are chanting, each creature that can hear you suffers disadvantage on the saves they make against your spells for one minute.

On your subsequent turns, you can use a bonus action to continue chanting if your chant hasn't been interrupted.

Eclipse. Using your Channel Divinity as an action, you succumb to your inner darkness, gaining great power in return. For 1 minute, any radiant damage that you would deal becomes necrotic damage instead and ignores necrotic damage resistances. Additionally, when you hit a creature with a melee weapon and deal necrotic, you add your charisma modifier to the total necrotic damage of the attack (with a minimum bonus of +1). In return, you have disadvantage on Wisdom saving throws against other effects created by friends or undead.

You can use your action to end this effect early if you aren't charmed by fiends or undead. This effect also ends if you fall unconscious or die.

Wraith Step

Beginning at 7th level, you can use a bonus action to become semi-corporeal until the end of your next turn. While the effect persists, you have resistance to slashing, piercing and bludgeoning damage from non-magical weapons. You can also move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this effect ends while you are inside an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again.

Accursed Pilgrim

At 15th level, the advancing corruption of your soul grants you unnatural physical fortitude. You gain resistance to necrotic damage and you no longer require food or drink. Additionally, spells and other magical effects that sense or detect undead also sense or detect you.

Hour of Darkness

At 20th level, as an action, you can surround yourself with an aura of darkness that lasts for 1 minute. For the same duration, you gain darkvision that lasts for 1 minute. For the same duration, you gain darkvision up to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet. Along with this, your blazing eyes shed magical dim light in a 15-cone. The light can have any color you like, but your choice is permanent for this feature.

In a 30-feet radius around you, shadows spread from your body, reducing any bright light to dim light and extinguishing any non-magical light sources. Whenever a hostile creature hears your chanting starts its turn in the aura, it must roll a wisdom save or take 2d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight of disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows to attack one creature in the aura. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Ancients

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

Tenets of the Ancients

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

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride

Channel Divinity

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

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

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.

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

Undying Sentinel

Starting at 15th level, when you would be reduced to 0 hit points or killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. 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 the Caliph

The Oath of the Caliph is for the man of wisdom who has known God, the man who knows what to do when he leads, and how to act when he is led. The man who is rational, and sees good and bad through the lens of divine law, not through subjective morality; and disregards his feelings and desire for the sake of the greater-good. He who takes this oath, be ruler of a people, or a ruler of oneself, must make the word of God be above all, it must be law; his, and whoever believes along with him; And were he to break it, he breaks the thing that makes up his very life, all that he believed in. He who discards faith for desire, and does not repent, woe be onto him.

Tenets of the Caliph

The few paladins of the fedemistic faith who take up this oath, and adhere to it, are few, and there cannot be multiple at once. If there are multiple who wish to take it, they must gather in debate and battle, and who emerges victiorious, is the Caliph.

Be Just. Be the shield that protects the vunerable weak, and the sword that punishes the evildoing strong. Whether to the disbelievers, or your brothers-in-faith; whether to animal, or man, whether in war, or peace; be just. Injustice, whether to your faithful fellow, or disbelievers, is intolerable.

Be Rational. You are a ruler, think everything and its consquences through; once, twice, even ten if possible. You are not of the common lot, act like it. Follow not ye whims and desires blindly. Be merciful at times when it is needed, and be cruel at times when it is needed. Be courageous enough to brave through risk, and wise enough to know retreat. Don't be too soft, lest you be wringed; Nor too hard, lest you break.

Be Pious. The word of God and his prophet- are above all. Do not sin; Go not against the teachings of your faith, unless for an absolute necessity. And if thou sins, repent, for none are more merciful and forgiving than God. But if you insist on sin, then you have strayed. "In the Name of God!": All those that turn their swords against you in the name of falsehood; shall fall. Show them mercy, and if they stand to fight once again, show them suffering alike of never before. You are a conqueror, not a pacifist, do not fear to absolutely wreak havoc upon your enemy if necessary.

Paladin Level Spells
3rd armor of agathys, command
5th hold person, inflict wound
9th bestow curse, counterspell
13th dimension door, dominate beast
17th hold monster, wall of force

Channel Divinity

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

Speech Of The Regal. As a bonus action you speak in a most regal of tones, adressing your allies with intent to inspire, with a few words or a simple line. An amount of allies equal to double your charisma modifier who can hear you within a 30ft range, have advantage on their next attack roll, skill check or saving throw as long as it's used within one minute.

Instrument of Divine Justice. You speak a word of power to a weapon of your choice that you possess. As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice(with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration of the effect. 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.

Aura of the People's protector

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of the creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage cannot be reduced in any way. This also allows you to use your paladin lay as a bonus action; however, only on other creatures. Additionally, whenever you do choose to take the damage instead of an ally, you can use your paladin lay as a bonus action on your next turn.

At 18th level, this aura is 30ft.

Burden of Duty

Upon the the last strike that befalls you, all your duties and responsibilities flash before your eyes; Reminding you that you absolutely cannot fall here. Starting at 15th level, when you are reduced to 0 hit points and 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.

Blessed Soul and Body

At 15th level, due to your unwavering servitude to God, and straying from sin to the best of your ability, the Almighty has blessed your body and longevity. You suffer none of the drawback of old age, and cannot be aged magically.

One of The Swords of God

At 20th level, you gain the ability to cite a most esteemed prayer, harnessing extraordinary martial prowess. As an action, you can magically become an avatar of holy conquest, sprouting glowing angelic wings, and gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • You have a flight speed of 15 feet
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

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

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person

Channel Divinity

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

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

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

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.

  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath of the Crown

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

Tenets of the Crown

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

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas

Channel Divinity

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

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

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

Unyielding Saint

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

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • Your allies have advantage on death saving throws while within 30 feet of you.

  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Damnation

These fallen paladins have dedicated themselves to vileness, forfeiting their soul in the pursuit of power. Whether by trickery or temptation, these paladins are wholly dedicated to spreading evil and often find themselves in service to a powerful yugoloth or evil deity. Teneths of the Damnation

Power at Price. The gifts given to me should be expended freely. I use my profane abilities as often as possible and try never to rest while I still have strength remaining.

Slay the Celestials. When in combat, I target paladins, holy clerics, and their celestial allies first.

Protect the Profane. My fiendish patron must be protected at all costs. I submit to its missions, conceal its true name, and hide my affiliation when in public.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Damnation Spells table. See the Sacred Oath class feature for how oath spells work.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd armor of agathys, arms of hadar
5th blindness/deafness, darkness
9th hunger of hadar, stinking cloud
13th Evard's black tentacles, phantasmal killer
17th cloudkill, hallow

Channel Divinity

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

Turn Pure. This ability is identical to Turn the Unholy as described on p. 86 of the Player’s Handbook except that it affects celestials instead of undeads.

Damnation. When you roll necrotic damage, you can use a bonus action to show a creature a vision of their demise. The creature must succeed on a Wisdom saving throw against your spell save DC, or be stunned until the end of your next turn.

Blackguard's Blade

Also starting at 3rd level, your Divine Smite class feature deals necrotic damage instead of radiant damage. Additionally, whenever you would deal radiant damage with a paladin spell or class feature, it becomes necrotic damage instead.

Aura of Despair

Beginning at 7th level, creatures within 10 feet of you have disadvantage on saving throws to resist becoming frightened as long as you are conscious. At 18th level, the range of this aura increases to 30 feet.

Champion of Depravity

At 15th level, when you take damage you can use your reaction to send a wave of depravity at an opponent. The creature must make a Dexterity saving throw or suffer 1d10 + your paladin level in necrotic damage (half on a saving throw).

Unholy Visage

At 20th level, you can become an avatar of evil. Using your action, you undergo a profane transformation, growing horns, sprouting fangs, and the like. For 1 minute, you gain the following benefits:

  • You emanate an aura of terror 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 damage. Attack rolls against the frightened creature have advantage.
  • Enemy creatures that begin their turn within 30 feet of you take 10 necrotic damage.

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

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

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

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

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

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

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

Purity of Spirit

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

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, you gain the following benefits.

  • 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 Dragon

You make your oath with a powerful dragon or dragon deity. Paladins of the dragon are commonly known as dragonknights, platinum guardians, or chromatic blackguard. Along with some minor physical changes, you gain the tenacity and charisma of dragons.

Tenets of the Dragon

Your oath binds you a dragon and dragons seek power, influence, and dominion.

Power. Dragons will take any chance to display their power. So will you.

Influence. At any point a dragon gets, it will spread its influence. As a herald of one of the great beasts you’re to share their influence.

Dominion. When all else fails, a dragon will force the unwilling to follow.

Making your oath to Bahamut or Tiamat.

Bahamut: Character cannot be evil.

Tiamat: Character cannot be good.

Paladin Level Spells
3rd chromatic orb, divine favor
5th dragon's breath, spiritual weapon
9th fly, spirit guardians
13th compulsion, guardian of faith
17th commune, dominate person

Channel Divinity

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

Breath Weapon. You can use your Channel Divinity to use a breath weapon similar to a dragon's. As an action, release burst of elemental energy in a 15 ft. cone. Choose acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Frightful Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Power

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Breath Weapon Improvement

Also at 7th level, your Channel Divinity : Breath Weapon's damage increases to 4d6

Dragon's Blessing

At 15th level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. You also gain resistance to acid, cold, fire, lightning, or poison damage (Your choice). You can change resistances at the end of each long rest.

Breath Weapon Improvement

Also at 7th level, your Channel Divinity : Breath Weapon's damage increases to 5d6

Dragon Warrior

At 20th level, you gain the ability to release the power of your oath. As an action, you manifest an aura in the shape of dragon, gaining the following benefits for 1 minute:

• You have a flying speed of 30 ft.

• You can use your Channel Divinity: Breath Weapon without needing to expend your channel divinity. The damage also increases to 6d6. When you use your action in this way, you can make a weapon attack as a bonus action.

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

Oath of the Grave

The oath of the grave is a seldom practiced tradition, most commonly reserved for the followers of the Raven Queen. Sometimes called winter knights, black knights, or grave knights, these paladins serve as protectors of the sacred passings into the afterlife. They constantly sturggle against the forces of undeath, as they see them as the most unholy abominations that blight this land. They adorn themselves with images of death and winter - skulls, ravens, or similar symbols of their patron gods.

Tenets of the Grave

The tenets of the Oath of the Grave have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead.

Annihilate the Unholy. The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already.

Preserve the Righteous. Death should not come early to those who have led a blessed life. Preserve the righteous, so they may live on without fear.

Let Souls Pass On. Every soul deserves a place in the afterlife. When you see a creature forced into undeath, let its soul go free.

Accept Death. Death comes to all eventually. Accept it, and you will find a place in the afterlife.

Oath Spells

You gain oath spells at the palading levels listed.

Oath of the Grave Spells
Paladin Level Spells
3rd inflict wounds, ice knife
5th gentle repose, Snilloc's snowball swarm
9th sleet strom, speak with dead
13th blight, ice storm
17th cone of cold, destructive wave

Channel Divinity

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

Icy Repose. As an action, you present your holy symbol and speak a prayer against undeath, using your Channel Divinity. Each 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 frozen for 1 minute or untill it takes damage.

A frozen creature is affected by the petrified condition untill the frozen effect ends, at which point the creature is freed and able to act normally.

Vow of Death. As a bonus action. you can utter a vow of death against a creature you can see within 10 feet of you, using your Channel Divinity. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or untill it drops to 0 hit points or falls uncouscious.

If a creature under this effect dies, it cannot become undead.

Aura of Preservation

Starting at 7th level, you and friendly creatures withing 10 feet of you have resistance to necrotic damage, and cannot be charmed, frightened or possessed by undead creatures.

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

Soul of Demise

By 15th level, your vow of Death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days, outside of using a wish spell. Additionally, you can use a bonus action on subsequent turn of yours to mark a new creature.

Reaper of Winter

At 20th level, as an action, you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 foot radius.

Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet.

In addition, whenever a creature dies within the area, you regain 20 hit points.

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

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

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

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. Wisdom.

Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force

Channel Divinity

When you reach 3rd level, you gain the following Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Protective Spirit

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

Emissary of Redemption

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

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

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

Oath of the Slaughter

Paladins who follow these tenets pledge service to abyssal lords, the demons of chaos who crave violence and bloodshed. Those who have seen them speak fearfully of the extreme bloodlust they display in the whirl of battle. Teneths of the Slaughter

Blood. I relish in violence, inflicting damage whenever and however possible.

Pain. I delight in causing not only physical but also mental anguish.

Chaos. Disorder and turmoil shall reign.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Slaughter Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Slaughter Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd dissonant whispers, Tasha's hideous laughter
5th crown of madness, Melf's acid arrow
9th fear, hypnotic pattern
13th confusion, hallucinatory terrain
17th contagion, insect plague

Channel Divinity

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

Turn Pure. This ability is identical to Turn the Unholy as described on p. 86 of the Player’s Handbook except that it affects celestials instead of undeads.

Abyssal Pulse. As an action, you present your holy symbol and send a pulse of necrotic energy into your foes. Hostile creatures within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Blackguard's Blade

Also starting at 3rd level, your Divine Smite class feature deals necrotic damage instead of radiant damage. Additionally, whenever you would deal radiant damage with a paladin spell or class feature, it becomes necrotic damage instead.

Blasphemous Approach

Beginning at 7th level, if an enemy creature within 30 feet of you becomes frightened, you may immediately move up to your speed as a reaction if you end this movement next to the frightened creature. This movement does not prove attacks of opportunity.

Dark One's Blessing

Beginning at 15th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your paladin level.

Also once per short rest, when you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Abyssal Form

At 20th level, you can temporarily become a demonic creature. Using your action, you undergo a profane transformation, growing spikes, claws, or horns and even vestigial limbs. For 1 hour, you gain the following benefits:

  • You can cast the spell alter self at will.
  • You gain resistance to cold, fire, and lightning damage.
  • You gain immunity to poison and necrotic.

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

Oath of Treachery

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

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

Tenets of Treachery

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

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Charm Person, Expeditious Retreat
5th Invisibility, Mirror Image
9th Gaseous Form, Haste
13th Confusion, Greater Invisibility
17th Dominate Person, Passwall

Channel Divinity

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

Conjure Duplicate As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Poison Strike You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery

Cull the Herd You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.

Blackguard's Escape

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

Icon of Deceit

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

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

Oath of the Tyranny

Some paladins maintain a strict adherence to law but nevertheless find themselves justifying increasingly evil actions out of a need to maintain order. These warriors often end by pledging themselves to archdevils or evil deities for power, using their unholy abilities to enact their harsh mandates.

Teneths of the Tyranny

Order Indomitable. I must maintain law and order by any means necessary.

Might Make Right. Only the strongest are merited to make rules for others.

Cruel Castigation. Mistakes deserve punishment, not forgiveness.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Tyranny Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Tyranny Spells

Paladin Level Spells
3rd comprehend languages, command
5th enthrall, suggestion
9th spirit guardians, tongues
13th locate creature, dominate beast
17th awaken, hold monster

Channel Divinity

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

Turn the Disorderly. This ability is identical to Turn the Unholy as described on p. 86 of the Player’s Handbook except that it affects aberrations and fey.

Subjugating Touch. As an action, you can present your holy symbol and mentally compel a creature’s submission. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage. You also gain advantage on Intimidation checks against the creature for the next minute whether it succeeded at or failed its saving throw.

Blackguard's Blade.

Also starting at 3rd level, your Divine Smite class feature deals necrotic damage instead of radiant damage. Additionally, whenever you would deal radiant damage with a paladin spell or class feature, it becomes necrotic damage instead.

Aura of Tyranny

Beginning at 7th level, your loyalty is unshakable and influences your allies. You are immune to being charmed, and if allies within 10 feet of you become charmed, you can choose for them to be frightened of the creature instead. This feature functions if your allies are immune to becoming frightened through your other class features or abilities. At 18th level, the range of this aura increases to 30 feet. This ability ceases to function if you are unconscious.

Devils Advocate

At 15th level, your lies can't be detected by telepathy or other means, unless you allow it. You gain expertise in Deception (Charisma) checks.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Devilkin

At 20th level, you can become a diabolical creature. Using your action, you undergo a profane transformation, sprouting wings, growing claws, and the like. For 1 minute, you gain the following benefits:

  • Batlike wings unfurl from your back and grant you a flying speed of 60 feet.
  • You gain immunity to cold, fire, and poison damage.
  • You have advantage on Charisma checks against humanoids.

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

Oath of the Unknown

The Oath of the Unknown were made by paladins that swore to keep forbidden knowledge out of the hands of mankind and drive the aberrations out of the Material Plane. To do this, they had to learn how to unlock the powers of a psychic to amplify their combat potential and use their divine sense more accurately.

Tenets of the Unknown

Secrecy. Search for anything that could descend the world into madness and stop it from being used. The world will never be ready for it.

Always Keep Searching. There are many forbidden secrets. When you think that all was found, there will always be a new one made.

Open Your Mind. The world is full of many things. Open your mind to the possibilities and think of as many outcomes as possible before acting.

Make Sacrifices. Necessary sacrifices must always be made to keep the world in order, even if it costs your life.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Unknown Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Unknown Spells

Paladin Level Spells
3rd detect magic, comprehend languages
5th mind spike, misty step
9th dispel magic, sending
13th confusion, locate creture
17th dominate person, telekinesis

Channel Divinity

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

Mind Over Matter. As an action, you augment your body with the might of your mind, using your Channel Divinity. For 1 minute, you can add your Charisma modifier to Strength ability checks, Strength saving throws, and damage rolls for melee weapon attacks using Strength you make if you do not already do so.

Turn the Otherworldly. You can use your Channel Divinity to utter ancient words that are painful for aberrations and fiends to hear. As an action, you present your holy symbol, and each aberrations and fiends 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.

Extrasensory Aura

Beginning at 7th level, while you are conscious, you and friendly creatures within 10 feet of you have resistance against psychic damage and can telepathically communicate with each other. In order to communicate telepathically in this way, creatures do not need to share a language, but a creature does need to understand at least one language or be telepathic itself. At 18th level, the range of this aura increases to 30 feet.

Phantom Smite

At 15th level, you can invoke psychic power to cut through a creature's mind instead of its flesh. As a bonus action, you can choose one creature within 30 feet of you. For 1 minute, you gain a bonus to melee weapon attack rolls against that creature equal to your Charisma modifier (minimum of +1). Additionally, your reach when targeting that creature is considered 5 feet longer, your melee weapon attacks against the creature deal psychic damage instead of their normal damage type, and if you use your Divine Smite with attacks targeting the creature, all the damage of your Divine Smite becomes psychic damage.

Once you have used this feature a number of times equal to your Charisma modifier, you must complete a long rest before you can use it again.

Paranormal Ascendancy

At 20th level, your mastery of psionics has unlocked the most potent capacity of your mind. As an action, you gain the following benefits for 1 minute:

• You are immune to psychic damage and cannot be charmed or frightened.

• You gain a flying speed equal to your walking speed.

• You can cast your paladin spells without any verbal, somatic, or material components without a listed cost.

• You automatically succeed on any saving throws made to maintain concentration on a paladin spell you cast.

• You can cast the spell psychic scream once without using a spell slot.

After using this feature, you must finish a long rest before you can use it again.

Oath of Vengeance

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

Tenets of Vengeance

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

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells

Paladin Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

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

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

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

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.

Avenging Angel

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 the Zephyr

A SYLPH CLAD IN A WHITE TUNIC AND SKIRT HOLDS HER SHORT sword and target at the ready; a crop of pirates draw their weapons as they board her allies' ship. A playful smile graces her countenance, and with a flick of her blade a focused gale blasts most of them into the drink. A travel-worn human with a green cloak and greying hair watches brigand sprint from the road-side tavern into the distance. With a short prayer the wind stirs and human leaps, closing the brigand's lead in what seems like a single step; he flashes his spear with a mirthful grin and says, “If you don't return that gold I'm going to make you eat it.” A small band of adventurers breaks out of a thicket into a cliffside clearing; peering over the edge they see a verdant valley of green forest and blue rivers, peppered with floating crystalline structures from a forgotten age. There they stood, further than any had ventured in living memory; at the back of their merry group, a plain clothed dwarf with a knowing smile boasts loudly, "See! I told you we weren't lost!" new parts the world, engage their competitiveness and partake in hearty revelry.

Wind is the power of the mind, the force of intellect, inspiration, imagination. It is ideas, knowledge, dreams and wishes. Air is the element of new life and new possibilities and is essential to spells and rituals of travel, and it is the ultimate expression of freedom. But as with all things worth having, freedom is not free. It is hard won and it is bled for; and when the twin forces of tyranny and chaos malign themselves against it, it too needs it's champions. Known as the Wayfarers or the Zephyr Knights, these knights embody adventure, free spiritedness and independence. Knights that take the Oath of the Wayfarers do so as much out of desire to ensure the independence of all beings as out of their own sense of wanderlust. It is a requirement for all Wayfarers to travel the world, protecting the roads and forging paths to new or forgotten parts of the realms. A Zephyr Knight never turns down the opportunity to see

Tenets of the Zephyr

In keeping with their free spirited and cavalier nature the exact tenets and codes of the Wayfarers are flexible and ill-defined, but there is a common set of principles that underpin even these vagrant knights.

Freedom. More precious than a dragon's hoard; freedom is the wind from which all the good in the world might be brought. Where freedom cannot be found, for yourself or others, reign destruction down upon those who would deny it.

Enlightenment. Knowledge is a weapon that all men should be free to wield, only tyrants would disarm their people of it. Travel. Travel is the ultimate expression of freedom. Seek the new, the novel and the exotic and map the path that others might follow.

Shelter. Give shelter and aid to travellers and defend the paths they walk. Share the winds of freedom with all who would walk with you.

Spirits. Travel and revelry are forever intertwined; eat drink and be merry so that you might inspire rev elry in others wherever you go.

Oath Spells

You gain Oath Spells at the Paladin Levels listed.

Oath of the Zephyr Spells

Paladin Level Spells
3rd expeditious retreat, featherfall
5th warding wind, gust of wind
9th wind wall, haste
13th elemental bane, dimension door
17th commune with nature, control winds

Channel Divinity

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

Highwind. As a bonus action you empower your inner tempest. For 1 minute, your movement speeds double, your jump distance triples and your movement does not provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the ability ends, you make the attack roll at advantage.

Guiding Winds. As an action, you take a moment to listen to the wind. You immediately learn the plane of exis tence you are on and the cardinal directions of the plane (if any) if you don't know them already. For the next 8 hours a gentle breeze blows at the backs of you and any non-hostile creatures within a 100-foot-radius sphere centred on you. For as long as the wind is blowing you gain the following benefits::

  • You know your bearing relative to the cardinal direc tions, and can't get lost except by magical means.
  • When travelling for an hour or more with you any crea ture or vehicle in the radius moves at twice it's speed (or at full sail in case of a ship, regardless of direction).
  • Any non-hostile creature within the radius ignore ex tremes of temperature (both hot and cold), altitude, strong winds and heavy precipitation, as described in chapter 5 of the Dungeon Master's Guide.

Inner Tempest

At 3rd level, your potential reaches it's peak when you are free to move, and incoming blows are turned by the un bridled storm you carry within. When not wearing armour or wielding weapons with the heavy property, your AC equals 10 + your Dexterity modifier + your Charisma modifier and your movement speed increases by 10ft. Regardless of equipment, you may choose to make your divine smite and improved divine smite deal lightning or thunder damage.

Aura of the Windwaker

At 7th level, subtle winds guide the fine movements of those around you, silently aiding your actions and those of your nearby allies. You and friendly creatures within 10 feet of you add 1d6 to their roll whenever they make a Dexterity ability check or saving throw and Strength ability checks made to run, climb, swim, or jump. Additionally, you and allies within your aura also have resistance to lightning, thunder and falling damage.

At 18th level, the radius of this aura increases to 30ft.

Ascendant Stride

Starting at 15th level, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Eternal Sky

Starting at 20th level, you gain the ability to harness the speed and power of the winds to yourself to new heights of speed and martial skill. As an action, you personify the avatar of wind. For 1 minute, you gain the following benefits:

  • You have a flying speed equal to your current walking speed and your movement does not provoke attacks of opportunity
  • When you take the attack action on your turn, you can make one additional attack as part of that action.
  • You deal an extra 1d8 thunder or lightning damage (your choice) when you hit with an attack, and a creature hit with one or more of these attacks must make a Constitution saving throw against your spell save DC or be blinded until the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.

Oathbreaker

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

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

Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

Oathbreaker Spells

Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Channel Divinity

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

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

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

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

Supernatural Resistance

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

Dread Lord

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

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

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

Test

your faith

The Paladin, Perfected is a collection of both official, playtesting and homebrew material that aims to make the class into the most enjoyable experience for all who select it for their DUNGEONS & DRAGONS® game.

Use this book as a reference point for improving your campaigns and one-shots with a huge variety of gameplay options.

This book also contains playtesting material from Unearthed Arcana® which includes class features and subclasses of which some have been altered in order to not contradict with each other. Good luck and do not lose faith!

Made by and for the Haliwaara Discord® server.

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