Variant Paladin

by aisudesu

Search GM Binder Visit User Profile
Variant Paladin

The Paladin

The massive crowd of townspeople
all franticly gathered in the streets
as they raised their arms up high
and let out booming cheers for the
passing cavalry. The little boy was
amazed by their shining armor and
tall statures that sat upon each well-
groomed horse that tramped by. The
Holy Guard each bore a weapon on
their hips that he swore that if he had
a better look, it did in fact glow with
the radiance of Tyr. A guard caught his
eye and raised his arm for a wave,
solidifying this little boy's ideal in life.

The battlefield had gone cold and
lifeless for just about an hour now as the
warrior laid his sword to the ground and
was awestruck at the massacre. His best
friend, his brother, his commander... all of
them perished before his very eyes. He wanted
so desperately to claw his eyes from his face and
be relieved of this horrific sight. The tears that flood
from his eyes formed pools in his hands as he stared at
the blood from all his various cuts and wounds. He took up
his sword, hand to chest and blade to the air, that one day, all of them will be avenged. They did not die in vain.

The adventuring party fought tooth and nail against the lich as the party's barbarian finally let loose a large swing, cutting the lich's body in half and destroying its ruby-red heart. There stood the lich's guard, eyes glowing a menacing purple as fury claimed the guard's head, she swore an oath to bring back her undead master. Greatsword in her hands, she charged them with one thought: strike fear in their hearts and kill at all cost.

Sworn to Oath

Each paladin swears an oath that represents their ideals and vocation to act. This oath is their guide in life, deciding whom and what they protect, destroy, and sometimes even who they interact with. This oath could be to protect a loved one, kill a sworn enemy, or to seek evil.

Because of this true devotion, the oath a paladin swears is the moral code that they will uphold before all else. Laws and other rules have no place before their own, leading them to a path outside of normal society. A typical paladin's code rarely aligns with that of a society unless they were brought up to be a guardian or knight and specially trained.

Avatars of Myth

The true ideal for any paladin is to become the perfect, honed embodiment of their oath and code. The boundless amount of strength, effort, and work that one must endlessly strive for all leads to this one moment; the apex of their livelyhood. In a flash, they embody all that they symbolize, whether that be an angel of the highest law, an all-powerful warlord, or a liege of a storm of darkness and terror.

Paladins who reach this epitome are known throughout all of historical texts, folktales, and legends. They often inspire the stories of fearless warriors who have even brought down great deities of evil and good.

Creating Your Paladin

To become a paladin, your life must be centered around your Oath. What is your oath specifically? Why did you decide to dedicate yourself to this ideal? Maybe you decided to avenge your friend after their death or you were called upon to be the earthly avatar of a deity.

Consider the arduous process of becoming a paladin. You may have now sworn an oath, but how do you proceed on your path? Did you isolate yourself in the dead calm of a high mountain and train and meditate day after day? Were you sworn in before an alter by a cleric or fellow paladin?

Also, how do you wish to eventually embody the true form of your Oath? What steps will you take in your life to ensure that you meet this fate? Are you tasked with the slaying of 10,000 monsters? Or maybe eradicating your sworn enemy?

Paladin Multiclassing

If you are not creating a character from level 1 and instead decide to multiclass into the Paladin class, here is all you need to know:

Ability Score Minimum. As a multiclass character, you must have at least a 13 Strength (or Dexterity) and 13 Charisma to take a level in this class, or to take a level in another class if you are a Paladin.

Proficiencies Gained. If Paladin is not your initial class, you gain proficiency in light armor, medium armor, shields, and simple and martial weapons.

Spell Slots. Add half your levels (rounded down) in the Paladin class to the appropriate levels from other classes to determine your available spell slots.

The Paladin
Level ‎ PB ‎ Features Auras
Known
1st 2nd 3rd 4th 5th Aura
Radius
1st +2 Divine Sense, Auras 2 5 ft.
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 2 5 ft.
3rd +2 Sacred Oath, Channel Divinity 2 3 5 ft.
4th +2 Ability Score Improvement 2 3 10 ft.
5th +3 Extra Attack 3 4 2 10 ft.
6th +3 Divine Health 3 4 2 10 ft.
7th +3 Sacred Oath Feature 3 4 3 15 ft.
8th +3 Ability Score Improvement 3 4 3 15 ft.
9th +4 3 4 3 2 15 ft.
10th +4 Font of Poise 3 4 3 2 20 ft.
11th +4 Divine Strikes 4 4 3 3 20 ft.
12th +4 Ability Score Improvement 4 4 3 3 20 ft.
13th +5 4 4 3 3 1 20 ft.
14th +5 Channel Divinity (2/rest) 4 4 3 3 1 25 ft.
15th +5 Sacred Oath Feature 4 4 3 3 2 25 ft.
16th +5 Ability Score Improvement 4 4 3 3 2 25 ft.
17th +6 Masterful Presence 5 4 3 3 3 1 25 ft.
18th +6 5 4 3 3 3 1 30 ft.
19th +6 Ability Score Improvement 5 4 3 3 3 2 30 ft.
20th +6 Sacred Oath Feature 5 4 3 3 3 2 30 ft.

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:

  • (a) martial weapon and shield or (b) two martial weapons
  • (a) five javelins or (b) any simple weapon
  • (a) a priest's pack or (b) a explorer's pack
  • Scale mail armor and a holy symbol

Quick Build

You can make a Paladin quickly with these suggestions. First, Strength should be your highest ability score, with Charisma as your second highest. Second, choose the Auras of Alacrity and Health. Third, choose the noble background.

Divine Sense

You have a keen sense for good and evil. Starting at 1st level, you can use an action to open your senses to the harmonious sounds of good or the pungent smell of evil, as if you had cast detect evil and good. For you, this effect lasts for 1 round and lacks the need to hold concentration.

You can alternatively focus your Divine Sense on a creature within 30 feet, learning one of the following about it:

  • The creature's current emotional state.
  • The creature's type, such as Aberration, Celestial, or Fey. If you choose to target a humanoid, you learn the race of that creature, such as Human, Elf, or Orc.
  • If the creature is afflicted by a disease or a curse, but not the source of that disease or curse.

You can use your Divine Sense a number of times equal to 1 + your Charisma modifier (minimum once), and you regain all expended uses once you finish a long rest.

Divine Flavor

The Paladin class, although inherently tied to divine power, is truly a class about devotion to one's oath. When making a Paladin, consider the possibility of a knight wanting to protect their lord or lady, a lost solider who strives for improvement, or other...

Auras

You exude a powerful presence, known as your Aura. Starting at 1st level, you know two Auras of your choice from the list at the end of this class.

At the end of each short or long rest, choose one of the Auras that you know. You and your allies within 5 feet of you benefit from that Aura, so long as you are conscious. You may only exude one Aura at a time.

As you gain levels in this class, you learn additional Auras of your choice, and your Auras increase in size, as shown in their respective Auras Known and Aura Radius columns of the Paladin table.

Additionally, whenever you gain a level in this class, you can choose one Aura you know and replace it with another Aura that you meet the prerequisites for.

Fighting Style

By 2nd level, you are accustomed to a certain
style of combat. You learn one Fighting Style of your choice from the list below. You can't learn the same Fighting Style more than once, even if a feature allows you to learn another.

Archery

You gain a +2 bonus to attack rolls you make with
ranged weapons.

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 Paladin level, you can replace one of these cantrips and with another cantrip of your choice from the Cleric spell list.

Defensive Fighting

While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dueling

While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting

When you roll a 1 or a 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 damage, though you must use the new roll, even if the new roll is a 1 or a 2.

The weapon must have the heavy, versatile, or two-handed property to gain this benefit.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on your turn to command your mount to take one action from its stat block.

Protection

When a creature within 5 feet of you is targeted by an attack from an attacker that you can see, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon or shield, and you can't use this reaction for an attack targeting yourself.

Spellcasting

Also at 2nd level, you learn to draw magical power from your convictions, which aid your divine favor and combat prowess.

Preparing and Casting Spells

The Paladin table shows how many spells slots you have to cast spells. To cast a Paladin spell of 1st-level or higher, you must expend a slot of the spell's base level or higher. At the end of a long rest, you regain all expended spell slots.

At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Charisma modifier + half your Paladin level, rounded down. The spells must all be from the Paladin spell list at the end of this class description, and must be of a level for which you have spell slots.

For example, as a 5th level paladin with 14 Charisma, you can prepare any four spells of 1st or 2nd-level and cast each spells any number of times by using a 1st or 2nd-level slot.

Spellcasting Ability

Charisma is your spellcasting ability for Paladin spells as you draw magic from your convictions. You use Charisma when a Paladin spell refers to your spellcasting ability, and you use it when setting the spell save DC or when making a spell attack roll for one of your Paladin spells.

Spell Save DC = 8 + your proficiency bonus

+ your Charisma modifier

Spell attack modifier = your proficiency bonus

+ your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your Paladin spells. See the Player’s Handbook for examples.

Divine Smite

Also at 2nd level, you are able to empower your weapons with divine bursts of energy. When you hit a creature that is within your Aura with a weapon attack, you may smite that creature, expending a Paladin spell slot of 1st-level or higher to deal an additional 2d8 damage, plus 1d8 for each slot above 1st-level, to a maximum of 5d8.

The additional damage can be either radiant or necrotic, of which you choose when you gain this feature. Upon gaining a level in this class, you may switch this damage type. If you use Divine Smite to deal radiant damage to a Fiend or Undead, or necrotic damage to a Celestial or a Fey, the extra damage you deal increases by 1d8, up to 6d8.

Sacred Oath

At 3rd level, choose a Sacred Oath to commit yourself to, and that which best represents your values: Oath of the Ancients, Oath of Devotion, Oath of Vengeance, or Oath of the Wicked.

Your Sacred Oath grants you features 3rd level, and again when you reach 7th, 15th, and 20th level.

Oath Spells

Each Sacred Oath has a list of Oath Spells that you always have prepared once you reach the Paladin levels noted in that Oath's description. Your Oath Spells counts as paladin spells for you, but do not count toward the total number of spells that you can prepare each day.

Channel Divinity

Starting at 3rd level, you gain the ability to channel divine energy, much like a Cleric, to fuel different magical effects. You start knowing two such effects: Divine Power and one other effect that is determined by your Sacred Oath.

When you use your Channel Divinity, you choose which effect you wish to produce. You must then finish a short or long rest before you can use your Channel Divinity again.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎Once you reach 14th level in this class, you can ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎use your Channel Divinity twice between rests, ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎regaining all expended uses once you finish a ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎short or long rest.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎Channel Divinity: Divine Power

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎As an action, you can beseech your inner reserve of ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎power to draw out additional magic. You regain one ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ expended spell slot of a level no higher than half your ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎proficiency bonus, rounded up.

‎ ‎Your magic reserves are only so large, restricting your ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎use of this Channel Divinity to: one (3rd level), two (7th ‎ ‎ ‎ ‎ ‎ ‎ ‎level), or three (15th level) times per long rest.

Ability Score Improvement

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

Extra Attack

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

Divine Health

The divine energy that courses through your veins inspires a healthy will in yourself and allies. Beginning at 6th level, you and allies within your Aura are immune to all disease and the poisoned condition.

Also, when an ally starts their turn within your Aura, you may use your reaction, allowing them to immediately remake a saving throw against an effect that afflicts them.

Font of Poise

Starting at 10th level, your presence becomes overwhelming. You now exude two Auras at a time, rather than one.

In addition, you may choose one, or both, of your Auras to exchange at the end of each short or long rest for Auras that you know, but do not benefit from.

Divine Strikes

You are so suffused with divine power that your attacks carry divine fury. Beginning at 11th level, whenever you hit a target within your Aura with a weapon attack, you deal an extra 1d8 damage on hit.

The extra damage is the same damage type as your Divine Smite damage type.

Masterful Presence

Starting at 17th level, you exude three Auras at once, and you may exchange any number of your Auras for Auras that you know, but don't benefit from, at the end of a short or long rest.

Sacred Oaths

Choose the Sacred Oath that best represents your values as a Paladin, represented by the Tenets in each Oath's description:

Ancients Devotion Vengeance Wicked

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, knights of the forest, or horned knights, Paladins of this oath cast aside a life of worldly possessions to protect the life that they truly love: nature and all of those that live in, by, or with it. Oath of the Ancients Paladins strive to protect nature and its allies, as they are also an ally to nature.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved in word and text for an uncountable amount of time. The tenets of the Oath of the Ancients are as follows:

Be the Light. Be a glorious beacon to demonstrate good in places where good has been lost. Act mercifully, kindly, and be forgiving to others, beating back despair.

Perserve the Light. Delight in song and laughter, beauty and art. Love those who need it and preserve the happiness that allows the world to flourish.

Oath Spells

3rd-level Oath of the Ancients feature
Whenever you gain a level in this class, you can replace one spell from this feature with a druid spell of equal level.

Paladin Level Spells
3rd absorb elements, speak with animals
5th spike growth, misty step
9th plant growth, protection from energy
13th elemental bane, stoneskin
17th commune with nature, tree stride

Bastion of Nature

3rd-level Oath of the Ancients feature
Your oath to nature has bestowed upon you primordial wards to aid you in its protection. You can cast the absorb elements as a 1st-level spell without expending a spell slot a number of times equal to your Charisma modifier per long rest.

For you, the resistance you gain from absorb elements lasts for 1 minute, until you cast absorb elements again, or you fall unconscious.

Channel Divinity: Nature's Wrath

3rd-level Oath of the Ancients feature
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 your Aura you that you can see. The target must succeed 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.

Nature Smite

7th-level Oath of the Ancients feature
The energy that passes through your ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎Divine Smite channels the energy of the deities of ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎nature. When you use your Divine Smite feature, ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎you can choose for the damage of the smite to deal ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎acid, cold, fire, lightning, or thunder damage, rather than dealing radiant or necrotic damage.

If you use your Divine Smite to deal either acid, cold, fire, lightning, or thunder damage and you are also resistant to the corresponding damage type, you deal an extra 1d8 damage of that corresponding type, to a maximum of 6d8.

Undying Sentinel

15th-level Oath of the Ancients feature
When you are reduced to 0 hit points, but not killed outright, you can choose to drop to 1 hit point instead. You must finish a long rest before you can use this feature again.

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

Mythic Protector

20th-level Oath of the Ancients feature
You can use an action to assume the form of an ancient force of nature. You gain the following benefits for 1 minute:

  • You regain 10 hit points at the start of each of your turns.
  • While an ally is within your Aura, any negative effects that afflict it are suppressed. Effects that are suppressed for 3 successive rounds are instantly dispelled.

Once you use this feature, you must finish a long rest before you can use it again, unless you expend a spell slot of 5th-level or higher to use it an additional time.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, knights in white, or holy warriors, these paladins meet the ideal of a knight in shining armor, acting true and strict to their honor. They hold themselves and others, for better or worse, to their code of honor and lofty ideals. Many paladins of the Oath of Devotion hold angels, the greatest holy servants, as their idol and often wish to ascend as one as their life closes.

Tenets of Devotion

The tenets of the Oath of Devotion are strictly held and are of the utmost importance to keep for these paladins. The tenets of the Oath of Devotion are as follows:

Honor to Oneself. One must hold themselves with honor in order to protect, help, and guide others. Be courageous in all things and be responsible for yourself and your duties.

Honor to Others. You are a beacon of guidance for others, helping them in times of need. Be honest with others, as they need someone to trust. Be compassionate, as they need to be guided through wisdom and teaching.

Oath Spells

3rd-level Oath of Devotion feature
Whenever you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from the cleric spell list.

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

Lay on Hands

3rd-level Oath of Devotion feature
Your touch is warm, healing those in need. You have a pool of healing power that replenishes at the end of a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature to draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead or constructs.

Channel Divinity: Sacred Weapon

3rd-level Oath of Devotion feature
As an action, you can use your Channel Divinity to imbue one weapon that you are holding with positive energy. It gains the following benefits for 1 minute:

  • If it was not already magical, it becomes magical.
  • It emits bright light in a 20-foot radius, and dim light 20 feet beyond that.
  • You add your Charisma modifier (minimum bonus of +1) to attack rolls you make with the weapon.

This effect also ends early if you are no longer carrying the weapon, you fall unconscious, or you end the effect (at will).

Courageous Presence

7th-level Oath of Devotion feature
You learn the Aura of Courage, which doesn't count towards your number of Auras Known. If you already know the Aura of Courage, you learn another Aura of your choice.

You and friendly creatures always benefit from the Aura of Courage, but you cannot change this Aura for another Aura
of your choice at each level in this class. For you, this Aura is especially potent, giving immunity to the Charmed, Stunned, and Frightened conditions.

Purity of Spirit

15th-level Oath of Devotion feature
Your loyalty to the law purifies your spirit. You are always under the effects of the protection from evil and good spell.

Mythic Devotee

20th-level Oath of Devotion feature
You can use an action to assume the form of a true angel, a creature of the highest order of honor. You gain the following ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎benefits for 1 minute:

  • You shine bright light within the radius of your Aura, and dim light 30 feet past that.
  • A hostile creature that starts its turn within your Aura takes 10 damage of the same type as your Divine Smite.
  • Using your Lay on Hands feature does not expend any hit points from your healing pool, but you may never restore more than 40 hit points in a single turn.

Once you use this feature, you must ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ finish a long rest before you can use it ‎ ‎ ‎ ‎ ‎ ‎ ‎again, unless you expend a spell slot ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎of 5th-level or higher to use it an ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎additional time.

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 reflect the will to uphold rightful ideals and to bring justice to those who disobey them. The tenets of the Oath of Vengeance are as follows:

By Any Means Necessary. My qualms have no place when the task is to vanquish evil. No mercy. Evil has no bounds, so neither should my will to destroy it.

Restitution. If my foes wreak ruin on the world, it is due to my inability to stop them. I must aid to those harmed by their misdeeds, and bring justice to my foes in repentance.

Oath Spells

3rd-level Oath of Vengeance feature
Whenever you gain a level in this class, you can replace one spell from this feature with an transmutation or divination spell of the same level from the ranger spell list.

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

Savage Sentinel

3rd-level Oath of Vengeance feature
You are a sentinel, awaiting for your foes to break focus from you. You gain a special reaction each round that can only be used to make opportunity attacks.

For instance, if a creature leaves your reach, you can make an opportunity attack against it, and then use Divine Health as a reaction later in the same round. You cannot make more than one opportunity attack in the same round.

Channel Divinity: Vow of Enmity

3rd-level Oath of Vengeance feature
As a bonus action, you use your Channel Divinity to utter a vow of enmity, cursing a creature within your Aura that you can see. For the next minute, you have advantage on attack rolls against that creature.

This effect ends early if the cursed creature drops to 0 hit points or falls unconscious.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎Relentless Avenger

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎7th-level Oath of Vengeance feature
‎ ‎ ‎ ‎ ‎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 as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

15th-level Oath of Vengeance feature
The authority with which you speak your Vow of Enmity gives you greater power over your foe. When the creature cursed by 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.

Mythic Avenger

20th-level Oath of Vengeance feature
You can use an action to assume the form of a holy avenger, a force of radiance that vanquishes evil. You gain the following benefits for 1 minute:

  • Allies in your Aura that see you deal damage to a hostile creature gain 10 temporary hit points.
  • A creature triggers an attack of opportunity when it enters your reach and when it leaves your reach. You can't make more than one opportunity attack in the same round.
  • When you make an attack of opportunity or use your Soul of Vengeance feature, you do not expend your reaction.

Once you use this feature, you must finish a long rest before you can use it again, unless you expend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Wicked

The Oath of the Wicked is one that is taken up by the wicked paladins who wish to bring harm rather than good. Through serving an evil power or upholding a vile vow, these paladins are the evil force that goodly paladins fear. They wish to bring fear to all, becoming a dreaded force to come across. Often a paladin of the Oath of the Wicked is not even referred to as a paladin, but rather a dread lord, revenant, or shadow bringer.

Tenets of the Wicked

The tenets of the Oath of the Wicked are not tenets in it of themselves, but rumors of what these vile paladins have done. The tenets of the Oath of the Wicked are as follows:

Incite Fear. It is my job to cause fear, consume fear, be the fear. Screams of horror and eyes of terror set alight my will to continue my purge of good.

Extinguish Good. Destroy, purge, tarnish all sites of good and holy respite. The trail that I leave in my wake will be one of desecration.

Oath Spells

3rd-level Oath of the Wicked feature
Whenever you gain a level in this class, you can replace one spell from this feature with a warlock spell of equal level.

Paladin Level Spells
3rd cause fear, putrefy food and drink P
5th sapping smite P, darkness
9th bestow curse, hunger of hadar
13th blight, confusion
17th contagion, dominate person

Consume Fear

3rd-level Oath of the Wicked feature
The fear of your foes invigorates you. Once per turn when you hit a creature that is frightened of you, you gain temporary hit points equal to half the damage dealt, rounded down.

The number of temporary hit points you gain can't exceed your Paladin level.

Channel Divinity: Dreadful Aspect

3rd-level Oath of the Wicked feature
As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within your Aura must make a Wisdom saving throw if it can see you. On a failed save, the target is Frightened of you for 1 minute.

If a creature frightened by this effect ends its turn outside of your Aura, it can attempt another Wisdom saving throw to end the effect on it.

Dark Disdain

7th-level Oath of the Wicked feature
You bring shadows with every step. If you choose, bright light within your Aura becomes dim light, and dim light becomes darkness.

Additionally, if you attempt to Frighten a creature that is in darkness, it has disadvantage on the saving throw.

Wicked or Oathbreaker?

Despite WoTC releasing the Oathbreaker subclass, it doesn't do the Paladin justice if you were to ever trudge an evil path. The Oath of the Wicked is a variant to the Oathbreaker, true to your evil needs.

This subclass works to constantly instill terror in your foes as you devour that fright for vitality.

Supernatural Resistance

15th-level Oath of the Wicked feature
You gain resistance to nonmagical Bludgeoning, Slashing, and Piercing damage.

Mythic Horror

20th-level Oath of the Wicked feature
You can use your action to assume the form of an aberrant horror. You gain the following benefits for 1 minute:

  • Allies within your Aura are draped in shadow. Creatures that rely on sight to see have disadvantage on attack rolls.
  • You can cast cause fear as a 1st-level spell on each of your turns as a bonus action.
  • A creature thats is Frightened of you that starts its turn within your Aura takes 4d10 psychic damage.

Once you use this feature, you must finish a long rest before you can use it again, unless you expend a spell slot of 5th-level or higher to use it an additional time.

Paladin Spell List

Below are the spell available to Paladins. When you prepare Paladin spells, consult the list below. You may prepare spells of any level for which you have spell slots.

Spells marked with a P are exclusive to the Paladin class and can be found at the end of this class description.

1st Level

bless
ceremony
command
compelled duel
cure wounds
detect evil and good
detect magic
detect poison and disease
divine favor
heroism
protection fr. evil and good
purify food and drink
putrefy food and drinkP
searing smite
shields of faith
thunderous smite
wrathful smite

2nd Level

aid
branding smite
enhance ability
find steed
find traps
gentle repose
lesser restoration
locate object
magic weapon
prayer of healing
protection from poison
sapping smite P
warding bond
zone of truth

3rd Level

aura of insantity P
aura of vitality
blinding smite
create food and water
crusader's mantle
daylight
dispel magic
elemental weapon
magic circle
meld into stone
remove curse
revivify
spirit shroud

4th Level

aura of life
aura of purity
banishment
death ward
find greater steed
locate creature
staggering smite

5th Level

banishing smite
circle of power
crippling smite P
destructive wave
dispel evil and good
geas
holy weapon
raise dead
summon celestial

Auras

Below are the Auras available to a Paladin. Some Auras
have a minimum level prerequisite. To learn that Aura,
your levels in this class must be equal to or greater than
the prerequisite.

Aura of Alacrity

You and friendly creatures that start their turn within this Aura have their walking speed increased by 10 feet and have their jump distance doubled until the end of their turn.

Aura of Accuracy

Prerequisite: 11th-level Paladin
You and friendly creatures within this Aura score a critical hit on a roll of 19 or 20 on the d20. A creature that already has a feature that expands their critical range, such as a Champion fighter, does not benefit from this Aura.

Aura of Courage

Prerequisite: 5th-level Paladin
You exude a will of confidence. You and friendly creatures within this Aura have advantage on saving throws to resist being Charmed, Stunned, or Frightened.

Aura of Discovery

Your senses are heightened. You can expend a use of your Divine Sense feature to cast detect magic or detect poison and disease without expending a spell slot.

Additionally, you and friendly creatures within this Aura can see invisible creatures and objects that are also within the Aura.

Aura of Fortitude

Prerequisite: 5th-level Paladin
You protect the physical being of your allies. Whenever you or a friendly creature within this Aura is forced to make a saving throw using Strength, Dexterity, or Constitution, they gain a bonus to the roll equal to your Charisma modifier (minimum of +1)

Aura of Health

Whenever you or a friendly creature within this Aura is targeted with a spell of 1st-level or higher that restores hit points, the number of hit points restored increases by an amount equal to your Charisma modifier (minimum of +1).

Additionally, you and friendly creatures that rest with you regain all of your expended hit dice during a long rest, rather than only half.

Aura of Liberation

Prerequisite: 11th-level Paladin
You and friendly creatures within this Aura can't be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

Aura of Ruin

Hostile creatures treat the spaces in your Aura as if they were difficult terrain. Also, for hostile creatures within this Aura, it costs twice as much movement to stand up from being prone.

Aura of Sacrifice

When a friendly creature within this Aura takes damage, you may expend your hit dice, up to half your maximum, and roll them. The damage that creature takes is reduced by the total + your Paladin level (minimum of 0)

Aura of Vigilance

Prerequisite: 5th-level Paladin
You are always watching for foes to appear. You and friendly creatures that roll initiative within your Aura gain a bonus to the roll equal to your Charisma modifier (minimum of +1).

Aura of Violence

Prerequisite: 11th-level Paladin
Your will incites violence. When a hostile creature within this Aura is hit with a weapon attack, it takes additional weapon damage equal to your Charisma modifier (minimum of +1)

Aura of Warding

Prerequisite: 11th-level Paladin
You and friendly creatures within this Aura have resistance to damage from spells and magical effects.

Aura of Will

Prerequisite: 5th-level Paladin
You protect the mental being of your allies. Whenever you or a friendly creature within this Aura is forced to make a saving throw using Intelligence, Wisdom, or Charisma, they gain a bonus to the roll equal to your Charisma modifier (minimum of +1)

Exclusive Spells

The following spells are only available to Paladins, and are marked by a P on the Paladin spell list. They are presented
in order of ascending spell level.

Putrefy Food and Drink

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is putrefied, infecting it and dirtying it. Any creature that consumes food or drink that is putrefied will become diseased.

Sapping Smite

2nd-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 weapon attack before this spell ends, the weapon leaves a necromantic scar on the target. The attack deals an additional 2d4 necrotic damage to the target, and you regain hit points equal to half the damage dealt.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 2d4 necrotic damage, and you regain hit points equal to half of the damage dealt. On a successful save, the spells ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d4 for each slot level above 2nd.

Optionally...

The spells here are available to the following other spellcasting classes:

  • Putrefy Food and Drink: (Artificer, Cleric, Druid)
  • Sapping Smite: (Ranger)
  • Aura of Insanity: (Cleric)
  • Crippling Smite: (Ranger)

Aura of Insanity

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

You exude twisted magic that alters the minds of those near you. Until the spell ends, the aura moves with you, centered on you. When you cast this spell, all creatures within the aura must succeed a Wisdom saving throw or become charmed by you for the duration. A creature that begins its turn outside of this aura may remake their saving throw against this spell. On a success, the spell ends for them.

For each charmed creature, roll 1d4 and consult the table below for its effect:

d4 Effect
1 It closes its eyes and covers its ears, blinding and deafening itself.
2 It spends its subsequent turns repeating its actions (to the best of its ability) from its previous turn.
3 It becomes frightened of the nearest creature and attempts to flee from it.
4 It loses its mind, stunning itself.

Crippling Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon invokes a crippling wound on the soul of the target, dealing an extra 4d10 necrotic damage. In addition, the target suffers a number of effects based on its current hit points:

  • 30 hit points or fewer: blinded, deafened, and unable to speak for the duration.
  • 20 hit points of fewer: stunned for the duration.
  • 10 hit points or fewer: killed instantly.

The additional effects are inflicted after dealing the extra smite damage.

The Variant

Paladin

Become a True Mythic Avatar with this Variant
to the Paladin class! Includes new and reworked Class Features, Sacred Oaths, over Ten different Auras, and Class Exclusive Spells!

Iteration - 2.0
By: u/aisudesu

Art Credits:
Cover - Randy Vargas, Warrior Class
Page 2 - Ryan Pancoast, Benalish Honor Guard
Page 4 - Luis Lasahido, Cabal Paladin
Page 5 - Miguel Coimbra, Fierce cover
Page 6 - Justyna Gil, Mazzy, Truesword Paladin
Page 7 - Aaron Miller, Nadaar, Selfless Paladin
Page 8 - Jason Chan, Puresteel Paladin
Page 9 - Anato Finnstark, Adepta Sororitas)
Page 11 - whinbek 휜백, A Remanent Crusader

Content Credits:
Mounted Warrior Fighting Style - LaserLlama

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.