Alternate Paladin

by laserllama

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Alternate Paladin

The
Paladin

As the cult's champion taunted the
villagers that remained in the armory,
a young man uttered a desperate vow
to defend his home at any cost. As he
stepped out to meet the vile champion
he felt a surge of divine power flow into
his body. When he drew his sword to
meet his foe in combat, the blade shone
with the radiance of pure sunlight.

The blade of his axe hung heavy in his
hands as he stood above his defeated foe.
The aging man thought back to the family he
had once had before the slavers came to his
lands. The vicious pirates who had taken his
family from him had long since been slain,
but the man lying prostrate at his feet
was guilty of the same sins. Uttering
his Oath of Vengeance, his axe fell.

As the hobgoblins made their way
deeper into the woods, a small halfling
girl prayed to the elder forest for strength.
Imbued with the ancient power of the ancient trees, she stepped forward as champion of the sylvan realm which had been her home for as long as she could remember. Through her, the primordial forest itself entered into the fray

All three of the righteous warriors described above are Paladins, champions bound by Sacred Oath and infused with righteous power for as long as they remain true to their vows.

Paragons of Virtue

While there are many holy warriors across the lands, few are Paladins. Marked by unwavering dedication to their cause, a true Paladin is a living embodiment of the virtues they swear to uphold. Whether selfless or utilitarian, in service of good or evil, law or chaos, a Paladin is the pinnacle of whatever virtue, cause, or creed they pledge their life to uphold.

Many Paladins are honored as holy knights who defend the innocent, inspire hope, and live with honor. However, not all are paragons of righteousness. Some swear to bring divine judgment upon their foes by any means necessary or vow to keep the balance between the wilderness and civilization.

Bound by Oath

No matter the cause or virtue they champion, all Paladins are bound by Sacred Oath. Whether they were raised from birth to swear their Oath when their training was complete, or they cried out to heaven in a fit of despair, all Paladins must swear a Sacred Oath in order to be infused with their divine power. Though the exact words of these Oaths vary across time and cultures, these holy vows bind all Paladins who swear it into common cause, whatever it may be.

Once this sacred vow is made, a Paladin must uphold the Tenets of their Oath with unwavering dedication, or they risk losing their divinely ordained abilities. Small transgressions can be forgiven if reparations are made, but should a Paladin knowingly and willfully break the Tenets of their divine Oath, they risk shattering their Oath completely and losing access
    to the divine power that is infused in them by their Oath.

Creating
Your Paladin

Those who swear a Sacred Oath and become Paladins are of singular purpose. What motivates your Paladin? Were they raised from birth to stand as the champion of their god? Are they consumed by a desire for revenge? Or, have they sworn to stand as the guardian of the natural beauty of the wild?

Also, decide how and when they swore the Oath that marks them as a Paladin. Was it after years of preparation, training, and study? Was their Oath sworn in a fit of spontaneous fury or desperation? Or were they approached in their dreams by the divine emissary of a god and chosen as their champion?

Multiclassing and the Paladin

If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Paladin class.

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

Proficiencies Gained. If Paladin is not your initial class, here are the proficiencies you gain when you take your first level as a Paladin: light and 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 available spell slots.

The Paladin
Level      PB      Features Spells
  Known  
  1st     2nd     3rd     4th     5th   Aura
Radius
1st +2 Fighting Style, Sacred Oath
2nd +2 Spellcasting, Divine Smite 2 2
3rd +2 Divine Regeneration, Oath Feature 2 3
4th +2 Ability Score Increase 3 3
5th +3 Divine Sense, Extra Attack 3 4 2
6th +3 Aura of Protection 4 4 2 10 ft.
7th +3 Oath Feature 4 4 3 10 ft.
8th +3 Ability Score Increase 5 4 3 10 ft.
9th +4 Divine Health 5 4 3 2 15 ft.
10th +4 Aura of Courage 6 4 3 2 15 ft.
11th +4 Divine Strikes 6 4 3 3 15 ft.
12th +4 Ability Score Increase 7 4 3 3 20 ft.
13th +5 7 4 3 3 1 20 ft.
14th +5 Purifying Touch 8 4 3 3 1 20 ft.
15th +5 Oath Feature 8 4 3 3 2 25 ft.
16th +5 Ability Score Increase 9 4 3 3 2 25 ft.
17th +6 9 4 3 3 3 1 25 ft.
18th +6 Aura of Conviction 10 4 3 3 3 1 30 ft.
19th +6 Ability Score Improvement 10 4 3 3 3 2 30 ft.
20th +6 Sacred Oath Feature 11 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 of the following: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

As a Paladin, you start with the following equipment, along with the equipment granted to you by your background:

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

Quick Build

You can make a Paladin quickly by using these suggestions: First, make Strength your highest ability score, followed by Charisma. Second, choose the Acolyte background. Finally, take the Dueling Fighting Style and choose a Sacred Oath.

Fighting Style

At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dueling

When 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 make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll
of 5 or lower on the weapon's damage dice as a 6.

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 each of your turns to command the mount to take one action from its stat block or another action.

Protector

When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.

Shield Warrior

You gain proficiency with shields as a martial melee weapon that deal bludgeoning damage equal to 2d4 + your Strength modifier. If you are wielding a shield and nothing else, you gain a +1 bonus to shield attack rolls and your Armor Class.

Strongbow

You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.

Versatile Fighting

While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.

Sacred Oath

You have sworn a powerful Sacred Oath, which marks you as a Paladin. At 1st level, you choose the Sacred Oath that best represents your Paladin's convictions and creed: Oath of the Ancients, Devotion, Vengeance, Oathless, or Blackguard.

Your Sacred Oath grants features at 1st level, and again when you reach 3rd, 7th, 15th, and 20th level in this class.

Sacred Tenets

Each Sacred Oath has a set of Sacred Tenets which Paladins of the Oath swear to uphold. Should a Paladin knowingly and willingly violate a Tenet of their Oath, they cannot use Sacred Oath or Paladin class features, except for their Fighting Style until they spend 1 hour, which can be during a short or long rest, making reparations appropriate to their Oath.

If a Paladin consistently violates the Tenets of their Oath, they risk breaking it completely. Those who do may become Oathless Paladins, evil Blackguards, or must switch classes.

Divine Fervor

The righteous power of your Sacred Oath is represented by
a pool of Divine Fervor used to fuel various Paladin and Oath features. You have an amount of Divine Fervor equal to your Paladin level + your Charisma modifier (minimum of 0). You regain expended Divine Fervor when you finish a long rest.

Spellcasting

At 2nd level, you learn to draw upon the power of your Sacred Oath to cast divine spells. You gain the following benefits:

Spell Slots

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

Spells Known of 1st-Level and Higher

At 2nd level, know two 1st-level spells from the Paladin spell list. The Spells Known column of the Paladin table shows when you learn more Paladin spells of your choice. Each spell must be of a level for which you have spell slots.

When you gain a Paladin level, you can choose one Paladin spell you know to replace with another Paladin spell of your choice that is also of a level for which you have spell slots.

Oath Spells

Each Sacred Oath has a list of Oath Spells that you learn at the Paladin levels in your Sacred Oath's description. These Oath Spells count as Paladin spells for you, but they do not count against your total number of Spells Known and they
cannot be replaced when you gain a level in this class.

Spellcasting Ability

Your power is drawn from the strength of your convictions,
so Charisma is your spellcasting ability for Paladin spells. You use Charisma when a spell refers to your spellcasting ability, your Saving throw DC, or making a spell attack roll.

Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Spellcasting Focus

You use a holy symbol as the focus for Paladin spells. A
holy symbol is a Tiny object or emblem that represents
the Tenets of your Oath. If it is emblazoned on a shield,
it can be used as a spellcasting focus for Paladin spells.

Divine Smite

You can channel the power of your Oath into your weapons. Also starting at 2nd level, when you hit a target with a melee weapon attack, you can expend one spell slot to deal bonus damage. This bonus damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, up to 6d8 damage.

The damage of this feature depends on your alignment:

Alignment Damage Type
Good Radiant
Neutral Thunder
Evil Necrotic

Divine Regeneration

Starting at 3rd level, during the course of a short rest, you
can expend Divine Fervor (up to your Charisma modifier)
to regain a number of expended spell slots of a combined
level equal to the Divine Favor you expended.

Ability Score Increase

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 two of your ability scores by 1. You can't increase an ability score above 20 using this feature. You retain the benefits of this feature if you violate your Oath.

Divine Sense

Starting at 5th level, you can use an action to sense powerful extraplanar good and evil. For the next 10 minutes, you know the location and creature type of any celestial, elemental, fey, fiend, or undead within 60 feet of you that isn't behind total cover or hidden from divination magic.

Once you use your Divine Sense, you must finish a short or long rest before you can use it again. If you have no uses left,
    you can expend 1 Divine Fervor to use this feature again.

Extra Attack

Also beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You retain the benefits of this feature if you violate your Oath.

Aura of Protection

Your unwavering belief in yourself bolsters those around you. Beginning at 6th level, you exude an invisible Aura outward in a 10-foot radius as long as you aren't Incapacitated. Your Aura only benefits you and creatures of your choice within range.

Creatures under the effects of your Aura of Protection add your Charisma modifier (minimum of +0) to saving throws.

At certain levels, the radius of Aura of Protection increases as shown in the Aura Radius column on the Paladin table.

Divine Health

The divine magic of your Oath protects you from harm. At 9th level, you gain resistance to poison damage, immunity to the Poisoned condition, and immunity to all nonmagical disease.

Aura of Courage

Your Aura infuses those under its effects with great bravery in the face of evil and danger. Beginning at 10th level, creatures under your Aura of Protection are immune to the frightened condition. If a frightened creature enters your Aura, the effect is suspended while it remains within your Aura.

Improved Divine Smite

Your supernatural conviction infuses your strikes. Starting at 11th level, you deal a bonus 1d8 damage whenever you hit a creature with a melee weapon attack. This bonus damage is the same type dealt by your Divine Smite.

Purifying Touch

Starting at 14th level, you can use your divine power to drive out hostile spells. As an action, you can instantly end a single spell affecting you, or one willing creature that you touch.

Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend 5 Divine Fervor to use this feature again.

Aura of Conviction

Your legendary conviction for your Oath infuses your Aura of Protection with wondrous power. Starting at 18th level, when a creature other than yourself under your Aura of Protection fails a saving throw, you can use your reaction to allow it to reroll its saving throw. However, it must use the new result.

Once you use this feature to turn a failed saving throw into a successful one, you must finish a short or
long rest before you can use this reaction
again. When you have no uses left, you
can expend 5 Divine Fervor to use
this reaction again.

Paladin Spell List

Below is the list of spells available to the Paladin. They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

1st-Level

bane
bless
ceremony*
command
compelled duel
cure wounds
detect evil & good
detect magic
detect poison & disease
divine favor LL
ethereal anchor LL
heroism
protection from evil & good
sanctuary
searing smite LL
shield of faith
thunderous smite LL
wrathful smite LL

2nd-Level

aid
branding smite LL
find steed LL
gentle repose
locate creature LL
magic weapon LL
prayer of healing
protection from poison
restoration LL
  warding bond
    zone of truth

3rd-Level

aura of vitality
beacon of hope
blinding smite LL
create food & water
crusader's mantle
daylight
dispel magic
magic circle
remove curse
revivify
spirit shroud **

4th-Level

aura of life
aura of purity
banishment
death ward
freedom of movement
guardian of faith
staggering smite LL

5th-Level

banishing smite LL
circle of power
destructive wave
dispel evil & good
geas
holy weapon *
mass cure wounds
raise dead
summon celestial **

Sacred Oath

Choose a Sacred Oath that best represents the convictions and abilities of your Paladin: Oath of the Ancients, Oath of Devotion, Oath of Vengeance, The Oathless, or Blackguard.

Oath of the Ancients

Often called green knights, a Paladin who swears this Sacred Oath is sworn to watch over all forms of life and beauty. They are guardians of the natural world, and can be found amongst the courts of the Feywild, Druidic Circles, or anywhere nature reigns supreme in its ancient and primordial glory.

Tenets of the Ancients

1st-level Oath of the Ancients feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Ancients uphold the Tenets below:

   
Beauty Protect natural beauty and innocent
life from any who threaten it.
Hope Kindle the light of hope with your
actions and never give in to despair.
Light Delight in song, dance, and laughter.
Spread joy through your actions.

Elder Guardian

1st-level Oath of the Ancients feature
You have been marked as a friend and defender of the ancient and wild places. You learn to speak, read, and write Sylvan. If you speak in Sylvan you can communicate with beasts as if you were under the effects of a speak with animals spell.

You can also infuse others with the primal resilience of
your Oath. As an action, you can touch one creature and expend 1 Divine Fervor to grant it temporary hit points
equal to your Charisma modifier (minimum of 1).

Ancient Spells

2nd-level Oath of the Ancients feature
You learn certain spells at the Paladin levels as noted in
the table below. They don't count against your number of Spells Known and can't be switched upon gaining a level.

Paladin Level Spells
2nd absorb elements *, ensnaring strike LL
5th moonbeam, spike growth
9th plant growth, protection from energy
13th grasping vine, guardian of nature *
17th commune with nature, tree stride

Verdant Smite

3rd-level Oath of the Ancients feature
When you use Divine Smite, you can expend 2 Divine Fervor infuse that strike with verdant power. After the damage of the attack, your target must succeed on a Dexterity saving throw or be restrained by mystical vines for 1 minute.

A restrained creature, or another creature within 5 feet
of it, can use its action to make a Strength check against your Spell save DC. On a successful check, the mystical vines are
    destroyed and the creature is no longer restrained.

Primal Shield

3rd-level Oath of the Ancients feature
When you or another creature within 10 feet takes cold, fire, lightning, poison, or thunder damage, you can use a reaction to expend 2 Divine Fervor and reduce that damage by your Paladin level + your Charisma modifier.

Aura of Warding

7th-level Oath of the Ancients feature
The elder power of your Oath wards you and your allies from hostile magic. Creatures under your Aura of Protection gain resistance to damage from spells while within your Aura.

In addition, you can now use Primal Shield to defend any creature that is within your Aura of Protection.

Undying Sentinel

15th-level Oath of the Ancients feature
Your body only ages 1 year for every 10 years that pass, and you cannot be aged by spells or magical effects. Also, when you are reduced to 0 hit points but not killed outright,
you can choose to drop to 1 hit point instead.

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

Avatar of the Ancients

20th-level Oath of the Ancients feature
As a bonus action, you can transform into an avatar
of primal power, gaining the benefits listed below:

  • You regain 10 hit points at the start of your turns.
  • Primal Shield no longer costs Divine Fervor to use.
  • The area within your Aura of Protection becomes
    difficult terrain for creatures of your choice.
  • Creatures within 30 feet have disadvantage on saving
    throws to resist Paladin spells and Verdant Smite.

This transformation lasts for 1 minute. It ends early
if you are unconscious. Once you use this feature, you
must finish a long rest before you can use it again. You
can expend a 5th-level spell slot to transform again.

Oath of Devotion

Known as white knights, Paladins that swear this
Sacred Oath are paragons of virtue, honor, and
and justice. Holding themselves to the highest
standards of goodness and law, they idolize the
celestial angels as the perfect model. Paladins
of Devotion are beacons of light in a dark world.

Tenets of Devotion

1st-level Oath of Devotion feature
Though specific Oath and cause may vary, all Paladins
who swear the Oath of Devotion uphold the Tenets here:

   
Compassion Help and protect the vulnerable.
Show mercy to your enemies, but
temper your mercy with caution.
Honesty Do not deceive others for your benefit.
Always follow through on your word.
Honor Do as much good as possible while
causing the least amount of harm.
Obey those with rightful authority.

Lay on Hands

1st-level Oath of Devotion feature
Your consecrated touch heals wounds and cures disease. As an action, you can touch a creature and expend Divine Fervor (up to your Charisma modifier) and restore five hit points per Divine Fervor spent. Alternatively, you can use this feature to cure one disease or poison for each point of Divine Fervor spent. This feature has no effect on constructs or undead.

Devotion Spells

2nd-level Oath of Devotion feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Paladin Level Spells
2nd bless, shield of faith
5th find steed LL, restoration LL
9th beacon of hope, remove curse
13th death ward, guardian of faith
17th dawn *, dispel evil & good

Righteous Smite

3rd-level Oath of Devotion feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with holy power. After the damage of the attack, your target must make a Wisdom saving throw. On a failed save, it is Turned from you for 1 minute. While Turned, it must do everything it can to move as far as possible from you, it cannot take reactions, or willingly move closer to you.

This effect ends early if the creature takes any damage.

Fiends, undead, and other creatures of evil alignment have disadvantage on this Wisdom saving throw.

Sacred Weapon

3rd-level Oath of Devotion feature
As a bonus action, you can expend 2 Divine Fervor to infuse a melee weapon you are holding with holy power. For 1 minute, it becomes a magic weapon, you add your Charisma modifier to attack rolls with it, and it emits bright light out to 30 feet.

These effects instantly end if you use your bonus action to dismiss them, or if another creature picks up this weapon.

Aura of Devotion

7th-level Oath of Devotion feature
Your presence protects your allies from mind-altering effects. Creatures under your Aura of Protection are immune to the charmed condition. If a charmed creature enters your Aura, the effect is suspended while it remains within your Aura.

Purity of Spirit

15th-level Oath of Devotion feature
The purity of your devotion to the good of others protects you from powerful outside influences. You are always under the effects of a protection from evil & good spell.

Avatar of Devotion

20th-level Oath of Devotion feature
As a bonus action, you can transform into an avatar of divine righteousness. While transformed you gain the benefits here:

  • You manifest angelic wings, gaining a 60-foot flying speed.
  • Any melee weapon you hold becomes a Sacred Weapon.
  • You radiate bright sunlight within your Aura of Protection.

This transformation lasts for 1 minute and ends early if you become unconscious. Once you transform, you must finish a long rest before you can do so again. When you have no uses left you can expend a 5th-level spell slot to transform again.

Oath of Vengeance

Known as avengers or dark knights, Paladins who swear this Sacred Oath often do so out of a desire for revenge. Whether they wish to destroy a single creature who wronged them, or fight against a corrupt organization that abuses the innocent, they dedicate their life to the destruction of their Sworn Foe.

Tenets of Vengeance

1st-level Oath of Vengeance feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of Vengeance uphold the Tenets below:

   
Destroy Evil Combat your Sworn Foes at every
opportunity. Fight the greater evil.
No Mercy No mercy for your Sworn Foes.
Defeat evil by any means necessary.
Restitution Make restitution for the evil of
your Sworn Foes and other evildoers.

Sworn Foe

1st-level Oath of Vengeance feature
You have taken a Sacred Oath to destroy your Sworn Foe by any means necessary. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves' guild or a demonic cult) to be your Sworn Foe.

As an action on your turn, you can expend 1 Divine Fervor to infuse yourself with the power of your Sacred Oath. For 1 hour, you can add your Charisma modifier (minimum of +1) to all ability checks made to track or recall knowledge about
Sworn Foes, and all your attack rolls against Sworn Foes.

If your Sworn Foe is completely eradicated, or when you gain a Paladin level, you can perform a 24-hour ritual where you swear your Oath anew and designate a new Sworn Foe.

Vengeance Spells

2nd-level Oath of Vengeance feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Paladin Level Spells
2nd bane, compelled duel
5th hold person, misty step
9th haste, nondetection
13th banishment, dimension door
17th far step *, hold monster

Vow of Enmity

3rd-level Oath of Vengeance feature
You mark evildoers for judgment. As a bonus action, you can expend 2 Divine Fervor and proclaim a Vow of Enmity at one creature you can see within 10 feet. For 1 minute or until it is slain, you have advantage on all attack rolls against it.

If the creature is also a Sworn Foe, it has disadvantage on all attack rolls against creatures other than you for 1 minute.

     Only one creature can be under your Vow of Enmity at a
              time. Using this feature on another creature ends the
                  effect of this vow for the previous creature.

Vengeful Smite

3rd-level Oath of Vengeance feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse your strike with your wrath. After the damage of the attack, your target must make a Wisdom saving throw. On a failure, it is frightened of you and its speed is reduced to 0 for 1 minute. The effect ends early if the creature takes damage.

Sworn Foes and the creature marked by your Vow of Enmity have disadvantage on this saving throw.

Aura of Vengeance

7th-level Oath of Vengeance feature
Your hatred for your foes emanates as a shield for
your allies. When a creature under your Aura of
Protection is forced to make an ability check or
saving throw by your Sworn Foe or the creature
marked by your Vow of Enmity, they gain a bonus
to that ability check or saving throw equal to 1d6.

Relentless Avenger

15th-level Oath of Vengeance feature
Your supernatural hatred helps you menace your sworn enemies. When your Sworn Foe or the creature marked
by your Vow of Enmity attacks or forces a creature
other than you to make a saving throw, you can use
your reaction to move up to your speed toward the
attacker and make a single melee attack against it.

If you are hit by an opportunity attack as part of
this movement, your attack roll has advantage.

Avatar of Vengeance

20th-level Oath of Vengeance feature
As a bonus action on your turn, you can transform into
an avatar of divine judgment. While you are transformed
you gain the following benefits for up to 1 minute:

  • You cast misty step on each of your turns at will, without expending a spell slot. If you reappear within 5 feet of a creature, you can make a melee weapon attack against it.
  • You have advantage on attack rolls against Sworn Foes.
  • Once per turn, when you make a weapon attack roll with advantage, you can forgo advantage on your attack roll to make one additional weapon attack against that creature.

This transformation lasts for 1 minute and ends early if you become unconscious. Once you transform, you must finish a long rest before you can do so again. When you have no uses left you can expend a 5th-level spell slot to transform again.

Breaking a Sacred Oath

The difficulty of breaking a Sacred Oath can vary by table and style of play. Depending on the Paladin's transgression, a minor ritual or penance may be all that is needed to keep their power, but sometimes Sacred Oaths are broken beyond forgiveness.

If a Paladin definitively breaks their Sacred Oath in this way, there are only two options for them to move forward and remain in the Paladin class:

The Oathless. Forswear your allegiances and live only for solely own benefit as one of The Oathless.

Blackguard. Succumb to the great powers of evil and darkness and menace the land as a Blackguard.

The Oathless

Oathless are Paladins who abandon their divinely appointed Sacred Oath for reasons other than evil but still retain some of their power. They wander as lost warriors, often becoming bandits or mercenaries. Some quest for a purpose, looking to renew their Oath, but many of the Oathless fall into despair.

Across all peoples and cultures, those who break Oaths, especially Paladins, are viewed with distrust. In cultures that place a high value on honor, Oathless are met with violence.

Shattered Oath

1st-level Oathless Paladin feature
The shattered power of your broken Oath radiates from you. Whenever you make an ability check to convince any creature to trust you or to enter into a deal or agreement of any kind, you subtract your Paladin level from your roll. This effect can manifest in many ways, causing creatures to distrust you.

Treacherous Mark

1st-level Oathless Paladin feature
You fight without honor or respect. When you hit a creature with a melee weapon attack while there is another creature hostile to your target that is also within 5 feet of it, you can expend 1 Divine Fervor to mark your target. This mark lasts until the creature is slain or you mark another target.

Whenever you damage this marked target with a weapon attack, including the attack used to mark it, you can add your Charisma modifier (minimum of +1) to your damage roll.

Oathless Spells

2nd-level Oathless Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Paladin Level Spells
2nd charm person, false life
5th invisibility, suggestion
9th gaseous form, vampiric touch
13th charm monster *, greater invisibility
17th dominate person, passwall

Draining Smite

3rd-level Oathless Paladin feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with your self-serving power. The bonus damage of this Divine Smite becomes necrotic, and you gain temporary hit points equal to half the necrotic damage dealt.

Illusory Escape

3rd-level Oathless Paladin feature
Your fervent devotion to yourself above all else allows you to escape harm. When you take damage from a source you can
                   see, you can use your reaction to expend 2 Divine
                         Fervor, become invisible, and move up to your
                              speed. You remain invisible until the start of
                                 your next turn, or until you attack or force
                                   a creature to make a saving throw.

                           Aura of Deception

                                    7th-level Oathless Paladin feature
                                    You have no qualms securing your safety
                                    at the expense of others. When you use
                                  Illusory Escape, you can force a creature
                           of your choice within your Aura of Protection
                      to make a Charisma saving throw. On a failure,
                  you and the creature instantly switch places, and it
                takes the triggering damage in your place. You then
              gain the normal benefits of Illusory Escape starting
             from the space that you reappear in.

      Forceful Will

     15th-level Oathless Paladin feature
   You use your presence to dominate instead of aiding others.
  When you force a creature within your Aura of Protection to
  make a saving throw to resist the effects of an enchantment
  spell, it has disadvantage on its initial saving throw.

Avatar of Dishonor

20th-level Oathless Paladin feature
As a bonus action, you can focus your self-serving power to become a gray shade of the righteous Paladin you could have been, gaining the following benefits for the next minute:

  • You become invisible as if by the greater invisibility spell.
  • You can take the Dash or Hide action as a bonus action.
  • When a creature misses you with a melee attack, you can force it to repeat its attack against another creature of your choice within the normal range of that attack.

This transformation ends early if you become unconscious or you use a bonus action to end it. Once you transform, you must finish a long rest before you can do so again. If you have no uses, you can expend a 5th-level spell slot to use it again.

Blackguard

Paladins who swear this dark vow devote themselves fully to the advance of evil. Whether they are in league with powerful fiends and undead or work alone, Blackguards are known for their cruelty, hatred of all things beautiful, and willingness to sacrifice anything or anyone to achieve their sinister goals.

Blackguard Paladins are always of an evil alignment, and acting otherwise is the same as violating their Sacred Oath.

Dark Apostle

1st-level Blackguard Paladin feature
You learn to speak, read, and write either Abyssal or Infernal, and you have advantage on Charisma checks to interact with fiends, undead, and other creatures of extraplanar evil.

Also, when you hit a hostile creature with a melee weapon attack, you can expend 1 Divine Fervor to gain temporary hit points equal to your Charisma modifier (minimum of 1).

Blackguard Spells

2nd-level Blackguard Paladin feature
You learn certain spells at the Paladin levels as noted in the table below. They don't count against your total number of Spells Known and cannot be switched upon gaining a level.

Paladin Level Spells
2nd cause fear *, hellish rebuke
5th blindness/deafness, shadow blade *
9th animate dead, bestow curse
13th accursed touch LL, shadow of moil *
17th contagion, infernal calling *

Dreadful Smite

3rd-level Blackguard Paladin feature
When you use Divine Smite, you can expend 2 Divine Fervor to infuse this strike with your hatred. After the damage of the attack, your target and creatures of your choice within 30 feet of it must make a Wisdom saving throw. On a failure, they are frightened of you for 1 minute. However, if a frightened target ends its turn more than 30 feet away from you, it can repeat this Wisdom saving throw, ending the effect on a success.

Marshal of Darkness

3rd-level Blackguard Paladin feature
As an action, you can expend 2 Divine Fervor and focus your will at one fiend or undead you can see within 30 feet, forcing it to make a Charisma saving throw. On a failure, the creature must obey your commands for the next 24 hours, or until you use this feature on another target.

This feature has no effect on fiends and undead who have a Challenge Rating equal to or greater than your Paladin level.

Aura of Hate

7th-level Blackguard Paladin feature
Your hatred for all things beautiful and good empowers the forces of darkness. Any fiend or undead under your Aura of Protection can add your Charisma modifier (minimum of +1) to any melee spell or weapon damage roll it makes.

Sinister Resilience

15th-level Blackguard Paladin feature
You have become so suffused with dark power that you have begun to resemble the sinister creatures of the lower planes. You gain resistance to necrotic damage, and all nonmagical bludgeoning, piercing, and slashing damage.

You also no longer need to eat, drink, or breathe, and for every 10 years that pass you only age 1 year. However, you now count as an undead in addition to your creature type.

Avatar of Hate

20th-level Blackguard Paladin feature
As a bonus action, you can transform into an avatar of divine hatred. While transformed you gain the following benefits:

  • Any bright light within 30 feet of you becomes dim light.
  • When you deal necrotic damage to a creature you gain temporary hit points equal to half the damage dealt.
  • When a creature frightened of you starts its turn within your Aura of Protection it takes 4d10 necrotic damage.
  • As a bonus action, you can force one creature within your Aura of Protection to make a Charisma saving throw. On
    a failed save, the creature takes 4d10 necrotic damage.

This transformation ends early if you become unconscious or you end it as a bonus action. Once you use transform, you must finish a long rest before you can do so again. If you have
                no uses left, you can expend a 5th-level spell slot to
                                         use this transformation again.

The Alternate

Paladin

Become the master of divine righteousness that you were meant to be. Includes ten new & updated Fighting Styles and five Sacred Oaths!

Ancients - Devotion - Vengeance
Oathless - Blackguard

Version 2.1.0 - Created by /u/laserllama
Last Updated: May 13th, 2024

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