Paladin 5e Class and Subclass Changes/Additions

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Paladin

Additional Spells

2nd Level
  • Augury (PHB)
3rd Level
  • Life Transference (XGE)
  • Motivational Speech (AInc.)
  • Noble Shield
  • Silencing Smite
4th Level
  • Divination (PHB)
  • Guardian of Faith (PHB)
5th Level
  • Commune (PHB)
  • Dawn (PHB)

Oath of the Crown

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
1st Command, Compelled Duel
3rd Spiritual Weapon, Warding Bond
5th Noble Shield, Spirit Guardians
7th Banishment, Dimension Door
9th Antilife Shell, Arcane Hand

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 Your Paladin Level + Charisma Modifier (Minimum of +1). At the start of your next turn the healing occurs once more.

Aura of the Protector

Your force of will becomes so strong that you can deflect attacks targeting your allies. Starting at 7th level, when a creature within 10 feet of you is hit by an attack, you can use your reaction to add your Charisma modifier (minimum of +1) to the creature's Armor Class against the triggering attack.

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

Unyielding Allegiance

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed, petrified, charmed, 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:

  • Your hit point maximum and current hit points increase by 5d10 for the duration.

  • You and your allies have advantage on all Wisdom and Death saving throws while within 30 feet of you.

  • When you or an allied creature within 30 feet of you hits with a weapon or spell attack, that attack can deal an extra 2d8 radiant damage. A creature can only deal this damage once per round.

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 Coven

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
1st Hex, Inflict Wounds
3rd Augury, Fortune's Favor
5th Antagonize, Bestow Curse
7th Phantasmal Killer, Polymorph
9th Far Step, Mislead

Channel Divinity

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

  • Honeyed Words. You can use your Channel Divinity to augment your presence with the power of the fey. As a Bonus Action you can give yourself advantage on all Charisma checks you make for the next 10 minutes.

  • Within the Coven's Graces. You can use you Channel Divinity to grant a portion of your power to your allies. As a Bonus Action you can select a number of creatures within 30 feet of yourself equal to your proficiency bonus. For 1 minute, an effected creature within 30 feet of each other can add your Charisma Modifier to an attack roll, ability check, or saving throw it makes.

Aura of Malediction

Starting at 7th level, you begin to emanate a persistent aura that harms your enemies while you are not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is hit by an attack by you or by an ally effected by Within the Coven's Graces, takes force damage equal to half your Paladin Level.

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

Shambolic Deflection

Starting at 15th level, When a creature you can see targets you with a spell, you can use your reaction to reflect that spell. When you do so, choose a creature other than yourself you can see within 30 feet, the spell now targets that creature instead of you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Knight of the Witches

At 20th level, you can empower yourself with the bargains you've made and the tethers you've created. As an Action, you gain the following benefiets for 1 minute.

  • Any Enchantment or Divination spells at 2nd level and above now only require a spell slot one level lower.
  • As a Reaction to a creature within 120 feet of you misses an attack roll, you can make it hit instead.
  • You gain a +1 bonus to all saving throws for any creature effected by Within the Coven's Graces.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

New Spells

Noble Shield*

3rd-Level abjuration


  • Casting Time: 1 Reaction (When you should make a saving throw against a spell or an effect.)
  • Range: Self (10-Foot Radius)
  • Components: V, S
  • Duration: Instantaneous

Instead of rolling the saving throw, you automatically fail it, as you focus your power to create a 10-foot radius aura of protection around you to protect your allies.


Each friendly creature within the aura gains a resistance against all damages dealt by the spell or effect that you had to make a saving throw against. *(Made by Carreau)

Silencing Smite

3rd-Level necromancy


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be silenced until the spell ends.


A creature silenced by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer silenced.

 

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