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Paladin

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 {@quickref Cover||3||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 {@spell 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.

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.

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 {@damage 2d8} for a 1st-level spell slot, plus {@damage 1d8} for each spell level higher than 1st, to a maximum of {@damage 5d8}. The damage increases by {@damage 1d8} if the target is an undead or a fiend, to a maximum of {@damage 6d8}.

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

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter paladin spell list|spells|class=paladin}.

Preparing and Casting Spells.

The Paladin table shows how many spell slots you have to cast your {@filter paladin spells|spells|class=paladin}. 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 {@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.

Spellcasting Focus.

You can use a {@item holy symbol|phb} as a spellcasting focus for your paladin spells.

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.

{@i 3rd-level paladin {@variantrule optional class features|tce|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.

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

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 from the list of available oaths.

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.

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

{@i 4th-level paladin {@variantrule optional class features|tce|optional feature}}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

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

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.

At 7th level, you gain a feature granted to you by your Sacred Oath.

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

Starting at 10th level, you and friendly creatures within 10 feet of you can't be {@condition frightened} while you are conscious.

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

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 {@damage 1d8} radiant damage.

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

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.

At 15th level, you gain a feature granted to you by your Sacred Oath.

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 18th level, the range of your Aura of Protection increases to 30 feet.

When you reach 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.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 20th level, you gain a feature granted to you by your Sacred Oath.

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a {@variantrule Long Rest|XPHB}. With that pool, you can restore a total number of {@variantrule Hit Points|XPHB} equal to five times your Paladin level.

As a {@variantrule Bonus Action|XPHB}, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of {@variantrule Hit Points|XPHB} to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 {@variantrule Hit Points|XPHB} from the pool of healing power to remove the {@condition Poisoned|XPHB} condition from the creature; those points don't also restore {@variantrule Hit Points|XPHB} to the creature.

You have learned to cast spells through prayer and meditation. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the {@filter Paladin spell list|spells|class=Paladin} later in the class's description.

Spell Slots.

The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.

Prepared Spells of Level 1+.

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Paladin spells|spells|class=Paladin|level=1}. {@spell Heroism|XPHB} and {@spell Searing Smite|XPHB} are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability.

Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus.

You can use a {@item Holy Symbol|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Paladin spells.

Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longsword|XPHB|Longswords} and {@item Javelin|XPHB|Javelins}.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Halberd|XPHB|Halberds} and {@item Flail|XPHB|Flails}.

You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.

You always have the {@spell Divine Smite|XPHB} spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a {@variantrule Long Rest|XPHB} before you can cast it in this way again.

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

As a {@variantrule Bonus Action|XPHB}, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the {@condition Incapacitated|XPHB} condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the {@spell Hallow|XPHB} spell.

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.

You can call on the aid of an otherworldly steed. You always have the {@spell Find Steed|XPHB} spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a {@variantrule Long Rest|XPHB}.

You radiate a protective, unseeable aura in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that originates from you. The aura is inactive while you have the {@condition Incapacitated|XPHB} condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

You gain a feature from your Paladin Subclass.

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

As a {@action Magic|XPHB} action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your {@item Holy Symbol|XPHB} or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. While {@condition Frightened|XPHB} in this way, a target can do only one of the following on its turns: move, take an action, or take a {@variantrule Bonus Action|XPHB}.

You and your allies have {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} condition while in your Aura of Protection. If a {@condition Frightened|XPHB} ally enters the aura, that condition has no effect on that ally while there.

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an {@variantrule Unarmed Strike|XPHB}, the target takes an extra {@damage 1d8} Radiant damage.

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, or {@condition Stunned|XPHB}. You must expend 5 {@variantrule Hit Points|XPHB} from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore {@variantrule Hit Points|XPHB} to the creature.

You gain a feature from your Paladin Subclass.

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

Your Aura of Protection is now a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}.

You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Truesight|XPHB} is recommended.

You gain a feature from your Paladin Subclass.

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.

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

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.

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 {@condition frightened} of the paladin for 1 minute. If a creature {@condition 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.

You gain oathbreaker spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell hellish rebuke}, {@spell inflict wounds}
5th{@spell crown of madness}, {@spell darkness}
9th{@spell animate dead}, {@spell bestow curse}
13th{@spell blight}, {@spell confusion}
17th{@spell contagion}, {@spell dominate person}

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.

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

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 {@condition frightened} by the paladin starts its turn in the aura, it takes {@damage 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 {@damage 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.

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.

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

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 {@condition restrained}. While {@condition 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.

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell ensnaring strike}, {@spell speak with animals}
5th{@spell moonbeam}, {@spell misty step}
9th{@spell plant growth}, {@spell protection from energy}
13th{@spell ice storm}, {@spell stoneskin}
17th{@spell commune with nature}, {@spell tree stride}

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.

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 {@action 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 {@action 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.

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.

Starting at 15th level, when you are reduced to 0 hit points and are 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.

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

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 your 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.

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.

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

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell protection from evil and good}, {@spell sanctuary}
5th{@spell lesser restoration}, {@spell zone of truth}
9th{@spell beacon of hope}, {@spell dispel magic}
13th{@spell freedom of movement}, {@spell guardian of faith}
17th{@spell commune}, {@spell flame strike}

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 {@condition unconscious}, this effect ends.

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.

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 {@action 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 {@action Dodge} action.

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

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

Beginning at 15th level, you are always under the effects of a {@spell protection from evil and good} spell.

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

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.

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 {@condition frightened}. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition 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.

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

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell bane}, {@spell hunter's mark}
5th{@spell hold person}, {@spell misty step}
9th{@spell haste}, {@spell protection from energy}
13th{@spell banishment}, {@spell dimension door}
17th{@spell hold monster}, {@spell scrying}

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.

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 {@condition unconscious}.

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.

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.

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 {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage.

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

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 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 sovereign, and undergo their oath as part of their admission to the order's ranks.

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 {@condition incapacitated} or die or if the creature is more than 30 feet away from you.

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

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell command}, {@spell compelled duel}
5th{@spell warding bond}, {@spell zone of truth}
9th{@spell aura of vitality}, {@spell spirit guardians}
13th{@spell banishment}, {@spell guardian of faith}
17th{@spell circle of power}, {@spell geas}

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.

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 {@dice 1d6} + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

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.

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

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 {@condition incapacitated} or die. Once you use this feature, you can't use it again until you finish a long rest.

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

{@i 3rd-level Oath of Glory feature}

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

{@i 3rd-level Oath of Glory feature}

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

Paladin LevelSpells
3rd{@spell guiding bolt}, {@spell heroism}
5th{@spell enhance ability}, {@spell magic weapon}
9th{@spell haste}, {@spell protection from energy}
13th{@spell compulsion}, {@spell freedom of movement}
17th{@spell commune}, {@spell flame strike}

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words.

Strive to be known by glorious deeds, not words.

Challenges Are but Tests.

Face hardships with courage, and encourage your allies to face them with you.

Hone the Body.

Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul.

You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals {@dice 2d8} + your level in this class, divided among the chosen creatures however you like.

As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength ({@skill Athletics}) and Dexterity ({@skill Acrobatics}) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

{@i 7th-level Oath of Glory feature}

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't {@condition incapacitated}, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

{@i 15th-level Oath of Glory feature}

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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

{@i 20th-level Oath of Glory feature}

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

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.

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

{@i 3rd-level Oath of the Watchers feature}

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

{@i 3rd-level Oath of the Watchers feature}

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

Paladin LevelSpells
3rd{@spell alarm}, {@spell detect magic}
5th{@spell moonbeam}, {@spell see invisibility}
9th{@spell counterspell}, {@spell nondetection}
13th{@spell aura of purity}, {@spell banishment}
17th{@spell hold monster}, {@spell scrying}

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.

Vigilance.

The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty.

Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline.

You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, 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 end its move in a space within 30 feet of you. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the {@action Dodge} action.

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

{@i 7th-level Oath of the Watchers feature}

You emit an aura of alertness while you aren't {@condition incapacitated}. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

{@i 15th-level Oath of the Watchers feature}

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal {@damage 2d8} + your Charisma modifier force damage to the creature that forced the saving throw.

{@i 20th-level Oath of the Watchers feature}

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain {@sense truesight} with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

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

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.

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

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 {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell armor of Agathys}, {@spell command}
5th{@spell hold person}, {@spell spiritual weapon}
9th{@spell bestow curse}, {@spell fear}
13th{@spell dominate beast}, {@spell stoneskin}
17th{@spell cloudkill}, {@spell dominate person}

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.

Starting at 7th level, you constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through {@quickref Cover||3||total cover}.

If a creature is {@condition 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.

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 {@condition incapacitated}.

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 {@action 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 {@dice d20}.

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

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.

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

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 ({@skill Persuasion}) checks for the next 10 minutes.

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rd{@spell sanctuary}, {@spell sleep}
5th{@spell calm emotions}, {@spell hold person}
9th{@spell counterspell}, {@spell hypnotic pattern}
13th{@spell Otiluke's Resilient Sphere}, {@spell stoneskin}
17th{@spell hold monster}, {@spell wall of force}

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.

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.

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.

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to {@dice 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 {@condition incapacitated}.

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.

Earth rises up around the target of your Divine Smite. The target has the {@condition Grappled|XPHB} condition (escape DC equal to your spell save DC). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition.

You {@variantrule Teleportation|XPHB|teleport} to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage, and you have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions.

The target of your Divine Smite takes an extra {@damage 2d4} Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes {@damage 2d4} Fire damage.

Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your {@classFeature Channel Divinity|Paladin|XPHB|3|XPHB} and invoke one of the following effects.

When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3{@spell Chromatic Orb|XPHB}, {@spell Elementalism|XPHB}, {@spell Thunderous Smite|XPHB}
5{@spell Mirror Image|XPHB}, {@spell Phantasmal Force|XPHB}
9{@spell Fly|XPHB}, {@spell Gaseous Form|XPHB}
13{@spell Conjure Minor Elementals|XPHB}, {@spell Summon Elemental|XPHB}
17{@spell Banishing Smite|XPHB}, {@spell Contact Other Plane|XPHB}

When you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.

You also gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}.

The target of your Divine Smite and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the {@condition Prone|XPHB} condition.

{@i Brandish the Elemental Splendor of Genies}

Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.

Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:

  • Sow the seeds of creation amid the ashes of destruction.
  • Lead with splendor and grace.
  • Respect the elements, and fear their wrath.

Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have {@variantrule Resistance|XPHB} to that damage type while in your Aura of Protection.

At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).

When you are hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to {@dice 2d10} plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight.

You have a {@variantrule Fly Speed|XPHB} of 60 feet and can hover.

Minor Wish.

When you or an ally in your {@classFeature Aura of Protection|Paladin|XPHB|6|XPHB} fails a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to make the {@variantrule D20 Test|XPHB} succeed instead.

As a {@action Magic|XPHB} action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition for 1 minute. A {@condition Restrained|XPHB} creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

{@i Preserve Life and Light in the World}

The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.

These paladins share the following tenets:

  • Kindle the light of hope.
  • Shelter life.
  • Delight in art and laughter.

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3rd{@spell Ensnaring Strike|XPHB}, {@spell Speak with Animals|XPHB}
5th{@spell Misty Step|XPHB}, {@spell Moonbeam|XPHB}
9th{@spell Plant Growth|XPHB}, {@spell Protection from Energy|XPHB}
13th{@spell Ice Storm|XPHB}, {@spell Stoneskin|XPHB}
17th{@spell Commune with Nature|XPHB}, {@spell Tree Stride|XPHB}

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead, and you regain a number of {@variantrule Hit Points|XPHB} equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

Additionally, you can't be aged magically, and you cease visibly aging.

As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).

Diminish Defiance.

Enemies in the aura have {@variantrule Disadvantage|XPHB} on saving throws against your spells and Channel Divinity options.

Regeneration.

At the start of each of your turns, you regain 10 {@variantrule Hit Points|XPHB}.

Swift Spells.

Whenever you cast a spell that has a casting time of an action, you can cast it using a {@variantrule Bonus Action|XPHB} instead.

{@i Uphold the Ideals of Justice and Order}

The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. 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 personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

These paladins share the following tenets:

  • Let your word be your promise.
  • Protect the weak and never fear to act.
  • Let your honorable deeds be an example.

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3rd{@spell Protection from Evil and Good|XPHB}, {@spell Shield of Faith|XPHB}
5th{@spell Aid|XPHB}, {@spell Zone of Truth|XPHB}
9th{@spell Beacon of Hope|XPHB}, {@spell Dispel Magic|XPHB}
13th{@spell Freedom of Movement|XPHB}, {@spell Guardian of Faith|XPHB}
17th{@spell Commune|XPHB}, {@spell Flame Strike|XPHB}

When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.

You and your allies have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} condition while in your Aura of Protection. If a {@condition Charmed|XPHB} ally enters the aura, that condition has no effect on that ally while there.

Your magical smite now radiates protective energy. Whenever you cast {@spell Divine Smite|XPHB}, you and your allies have {@variantrule Cover|XPHB|Half Cover} while in your Aura of Protection. The aura has this benefit until the start of your next turn.

As a {@variantrule Bonus Action|XPHB}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward.

You have {@variantrule Advantage|XPHB} on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage.

Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your {@variantrule Proficiency|XPHB|Proficiency Bonus}.

Sunlight.

The aura is filled with {@variantrule Bright Light|XPHB} that is sunlight.

Immediately after you cast {@spell Divine Smite|XPHB}, you can expend one use of your Channel Divinity and distribute {@variantrule Temporary Hit Points|XPHB} to creatures of your choice within 30 feet of yourself, which can include you. The total number of {@variantrule Temporary Hit Points|XPHB} equals {@dice 2d8} plus your Paladin level, divided among the chosen creatures however you like.

{@i Strive for the Heights of Heroism}

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.

These paladins share the following tenets:

  • Endeavor to be known by your deeds.
  • Face hardships with courage.
  • Inspire others to strive for glory.

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3rd{@spell Guiding Bolt|XPHB}, {@spell Heroism|XPHB}
5th{@spell Enhance Ability|XPHB}, {@spell Magic Weapon|XPHB}
9th{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}
13th{@spell Compulsion|XPHB}, {@spell Freedom of Movement|XPHB}
17th{@spell Legend Lore|XPHB}, {@spell Yolande's Regal Presence|XPHB}

As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have {@variantrule Advantage|XPHB} on Strength ({@skill Athletics|XPHB}) and Dexterity ({@skill Acrobatics|XPHB}) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).

Your Speed increases by 10 feet.

In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's {@variantrule Speed|XPHB} increases by 10 feet until the end of their next turn.

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a {@variantrule Reaction|XPHB} to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this {@variantrule Reaction|XPHB} if the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).

Charismatic.

You are blessed with an otherworldly presence and have {@variantrule Advantage|XPHB} on all Charisma checks.

Saving Throw Reroll.

If you fail a saving throw, you can take a {@variantrule Reaction|XPHB} to reroll it. You must use this new roll.

Unerring Strike.

Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

{@i Punish Evildoers at Any Cost}

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

These paladins share the following tenets:

  • Show the wicked no mercy.
  • Fight injustice and its causes.
  • Aid those harmed by injustice.

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3rd{@spell Bane|XPHB}, {@spell Hunter's Mark|XPHB}
5th{@spell Hold Person|XPHB}, {@spell Misty Step|XPHB}
9th{@spell Haste|XPHB}, {@spell Protection from Energy|XPHB}
13th{@spell Banishment|XPHB}, {@spell Dimension Door|XPHB}
17th{@spell Hold Monster|XPHB}, {@spell Scrying|XPHB}

When you take the {@action Attack|XPHB} action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have {@variantrule Advantage|XPHB} on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 {@variantrule Hit Points|XPHB} before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an {@action Opportunity Attack|XPHB}, you can reduce the creature's {@variantrule Speed|XPHB} to 0 until the end of the current turn. You can then move up to half your {@variantrule Speed|XPHB} as part of the same {@variantrule Reaction|XPHB}. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}.

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a {@variantrule Reaction|XPHB} to make a melee attack against that creature if it's within range.

As a {@variantrule Bonus Action|XPHB}, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight.

You sprout spectral wings on your back, have a {@variantrule Fly Speed|XPHB} of 60 feet, and can hover.

Frightful Aura.

Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the {@condition Frightened|XPHB} condition for 1 minute or until it takes any damage. {@action Attack|XPHB} rolls against the {@condition Frightened|XPHB} creature have {@variantrule Advantage|XPHB}.