Paladin



Overview ''"Rise o shining knight! Be not afright, for our cause is right! We embody might, we serve the Light & WE HOLD THIS NIGHT!" ''- King James I at the siege of the Black Halls.

This is the popular view of the Paladin, the noble and righteous warrior, the lone beacon of hope against the tides of darkness. As with all things the truth is more complex. Many fit this description, but some are the very antithesis of that image and others fall between. A Paladin is a driven and devout servant of a Deity, an individual with a personal connection to that being much like a Cleric or Warlock, but whereas they choose to serve their patrons, a Paladin is called! Such individuals are rare indeed with perhaps 1% of the population ever attaining Paladinhood. Some feel an urge from childhood, others come to the path later in life, but all feel a connection that cannot be explained to their God. A feeling of attunement, of a fundamental agreement with the righteousness of that Deities ways and practices. How it is interpreted and emobodied is up to that individual alone. In this way are mortals given the chance, and only a chance, to rise in service to that being, often becoming personal champions or living embodiments of their God for all intents and purposes. Not all succeed in this path, death being common and failure sometimes leading to resentment and bitterness...and sometimes to a fall from the grace they briefly held.

They are also very much a manifestation of the New Gods, whether the Lawful or Chaotic, as the Old do not commune so directly with their followers. An exception is the resurgent Pent, whose Elven servants actively chose to challenge the New at their own game, to undertake to spread their word as their rivals did and in doing so found both a degree of acceptance and that the game is more complex than they thought...

Paladins in the Homelands are rarely loners, the majority belong to Militant Orders who work alongside the Churches so closely they are often confused as one organisation by the laity. This is rarely the case in truth, but in practice is essentially accurate. Disputes are are as rare as the Paladins themselves and always resolved amicably. Paladins are almost all trained combatants, ready to stand toe-to-toe with darkness. The Orders have their specialities and emphasies, but all make sure to drill their members in the required skills to be a formidible warrior, a skilled diplomat & the embodiment of their Way.

Paladin Leveling Table

Class Features
 * 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.

Proficiencies
 * Armor: All Armour, Shields.
 * Weapons: Simple & Martial weapons.
 * Tools: None.
 * Saving Throws: Wisdom & Charisma.
 * Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion & Religion.

Equipment You may start with 5d4 x 10 gp OR...
 * (a) a Martial weapon & Shield or (b) 2 Martial weapons.
 * (a) five Javelins or (b) any Simple melee weapon.
 * (a) a Priest's Pack or (b) an Explorer's Pack.
 * Chain Mail & a Holy Symbol.

Divine Sense As an Action, until the end of your next Turn you know the location of any celestial, fiend, or undead within 60' of you that is not behind Total Cover. You know the type of any being whose presence you sense but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest you regain all expended uses.

Lay on Hands 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 HP equal to your Paladin level x 5. As an Action you can touch a creature & draw from the pool to restore a number of HP 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 & neutralize multiple Poisons with a single use of Lay on Hands, expending points separately for each.

This feature has no effect on undead & constructs.

<h2 style="text-align:center;">Fighting Style <p style="text-align:center;">'''At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.'''
 * Blessed Warrior: You learn 2 cantrips of your choice from the Cleric Spell List. They count as Paladin spells for you & Charisma is your spellcasting ability for them. Whenever you gain a Paladin Level, you may replace 1 with another from the Cleric Spell List.
 * Blind Fighting: Being unable to see doesn’t impose Disadvantage on your Attack rolls against a creature if it isn’t Hidden from you.
 * Close Quarters Shooter: When making a ranged Attack while you are within 5 feet of a hostile creature you do not have Disadvantage on the Attack roll. Your ranged Attacks ignore Half & Three-Quarters Cover against targets within 30 feet of you. Finally, you have a +1 bonus to Attack rolls on ranged attacks.
 * Defense: While you are wearing armour, you gain a +1 bonus to AC.
 * Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 * Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die & must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Interception: When a creature you can see hits a target that is within 5 feet of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be using a Shield or a weapon to use this Reaction.
 * Mariner: As long as you are not wearing Heavy Armour or using a Shield, you have a Swimming & Climbing Speed equal to your normal speed & you gain a +1 bonus to AC.
 * Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose Disadvantage on the Attack roll. You must be wielding a Shield.
 * Thrown Weapon Fighting: You can draw a weapon that has the Thrown property as part of the Attack you make with that weapon. In addition, when you hit with a ranged Attack using a Thrown weapon, you gain a +1 bonus to the damage roll.
 * Tunnel Fighter: As a Bonus Action, you can enter a defensive stance that lasts until the start of your next Turn. While in your defensive stance, you can make opportunity attacks without using your Reaction & you can use your Reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
 * Unarmed Fighting: Your Unarmed Strikes can deal damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a Grapple, you can deal an extra 1d4 Bludgeoning damage to the target. Until the Grapple ends, you can also deal this damage whenever you hit the creature with a melee Attack.

<h2 style="text-align:center;">Spellcasting <p style="text-align:center;">By the time you reach 2nd level, you have learned to cast spells. <p style="text-align:center;">The Paladin table shows how many spell slots you have to cast your Paladin spells. To cast one of your Paladin spells of 1st level or higher you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

<p style="text-align:center;">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 1). The spells must be of a level for which you have spell slots.

<p style="text-align:center;">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.

<p style="text-align:center;">Charisma is your spellcasting ability for your Paladin spells. 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 & when making an Attack roll with one.

Spell Save DC: 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack Modifier: Your Proficiency Bonus + your Charisma modifier

<p style="text-align:center;">You can use a holy symbol as a spellcasting focus for your paladin spells.

<h2 style="text-align:center;">Divine Smite <p style="text-align:center;">Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend, to a maximum of 6d8.

<p style="text-align:center;">The type of damage depends on whether you follow a New (Radiant), Old (Force) or Dark (Necrotic) God.

<h2 style="text-align:center;">Divine Health <p style="text-align:center;">By 3rd level the divine magic flowing through you makes you Imune to Disease.

<h2 style="text-align:center;">Martial Order <p style="text-align:center;">'''When you reach 3rd level, you swear the oath that binds you as a Paladin forever. Your choice grants you new features at various levels.'''
 * Order of the Dawnsong: The fiery fey of the Church of Pent, the only Old God acknowledged by the New Churches.
 * Order of the Iron Fist: The militant force of Kinnard, ambitious expansionists.
 * Order of the Golden Rule: Stern & disciplined followers of Moray who revere personal honour & leadership.
 * Order of the Hearth: Caring exemplars of the values of Untay, dedicated defenders of their communities.
 * Order of the Open Hand: Kind and merciful diplomats & healers in service to Cleris.
 * Order of the Righteous Brand: The merciless face of Lauris, driven & fanatical foes of evil!
 * Order of the Broken Vow: Fallen Paladins twisted by their bitter hatred into service to Dryl.
 * Order of the Chained Heart: Warped warriors of deceitful Gyl, agents of chaos & strife.

<p style="text-align:center;">'''Contrite Paladins who have violated the tenets of their faith typically seeks absolution from a Cleric who shares it or a Paladin of the same Order. They may spend all night in vigil or prayer as a sign of penitence, perhaps undertaking a fast or similar act of self-denial, & after such appropriate rites the Paladin is most likely in good standing with their deity once more, if perhaps not their Order or other political & social bodies..'''

<p style="text-align:center;">'''Those that willingly & actively spit on their once sacred oaths, however, face harsher penalties. Betraying the Gods is a path to utter ruin, with only the Orders of the Chained Heart or Broken Vow willing to ever accept such traitors if they even survive the wrath of their peers & patrons in the first place!'''

<h2 style="text-align:center;">Order Spells <p style="text-align:center;">Each Order has a list of associated spells. You gain access to these spells at the levels specified in their description. Once you gain access to an Order spell, you always have it prepared. Order spells don't count against the number of spells you can prepare each day. If you gain an Order spell that doesn't appear on the Paladin Spell List, the spell is nonetheless considered a Paladin spell for you.

<h2 style="text-align:center;">Channel Divinity <p style="text-align:center;">Your Order allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided 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. <p style="text-align:center;">All Paladins may Channel Divinity to, as a Bonus Action, touch their holy symbol & utter a prayer to regain one expended 1st-level spell slot

<h2 style="text-align:center;">Ability Score Improvement <p style="text-align:center;">When you reach various levels you can increase 1 Ability score of your choice by 2, increase 2 Ability scores of your choice by 1 or you can pick 1 Feat. You can't increase an Ability score above 20 using this feature.

<p style="text-align:center;">Whenever you gain this feature, you can also replace one of your Skill Proficiencies from any Class with another offered by the Paladin Class at 1st level. This change represents one of your Skills atrophying as you focus on others.

<h2 style="text-align:center;">Extra Attack <p style="text-align:center;">Beginning at 5th level you can Attack twice instead of once whenever you take the Attack action on your Turn.

<h2 style="text-align:center;">Aura of Protection <p style="text-align:center;">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.

<h2 style="text-align:center;">Aura of Courage <p style="text-align:center;">Starting at 10th level, you & friendly creatures within 10 feet of you can't be Frightened whilst you are conscious. At 18th level the range of this aura increases to 30 feet.

<h2 style="text-align:center;">Improved Divine Smite <p style="text-align:center;">By 11th level, whenever you hit a creature with a melee Attack, the creature takes an extra 1d8 damage.

<p style="text-align:center;">The type of damage depends on whether you follow a New (Radiant), Old (Force) or Dark (Necrotic) God.

<h2 style="text-align:center;">Cleansing Touch <p style="text-align:center;">Beginning at 14th level, you can use your Action to end one spell on yourself or one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a Long Rest.

Tenets
The tenets of the Dawnsong are ancient indeed. They emphasize Neutral Good principles above any concerns for Law or Chaos. Its central beliefs are simple in theory, yet all consuming in practice...
 * Kindle the Light: Through your acts of generosity, kindle the light of hope in the world, beating back despair.
 * Shelter the Light: While there is warmth, beauty, love & laughter in the world, destroy the darkness that would swallow it.
 * Preserve Your Light: Delight in song & laughter, in beauty & art. Never allow the warmth within your heart to die.
 * Become the Light: You are a glorious beacon for all who live in the shadow of despair. Let your joy & courage shine forth in all you do.

Channel Divinity
When you take this oath at 3rd level, you gain the following 2 Channel Divinity options.
 * First Flame: The glorious sun is the greatest source of heat & light in the world! As an Action, you may target a foe who must succeed on a Saving Throw vs. your Spell Save DC. On a failure the target lowers any Immunity to Fire to Resistance to Fire & if it had Resistance initially it loses it. Targets with neither or Vulnerability to Fire are unaffected. This lasts until the end of your next Turn.
 * Turn the Faithless: As an action, you can make each Celestial 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 moves far away from you as it can & it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its Action, it can use only the Dash action try to escape if it is prevented from moving. If there's nowhere to move, the target can use the Dodge action. If the target's true form is concealed by an illusion, shape-shifting, or other such effect that form is revealed whilst it is turned.

Aura of Warding
Beginning at 7th level, you gain Resistance to Fire & Radiant Damage. At 18th level, this changes to Immunity to both!

Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points & 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 no drawbacks of old age & can't be aged magically.

Elder Champion
At 20th level, you may use an Action to cause your form to shine with the brilliance of the sun! Infused with the power of Pent for 1 minute, you gain the following benefits: Once you use this feature, you can't use it again until you finish a Long Rest.
 * At the start of each of your Turns, you regain 10 hit points.
 * Enemies within 30 feet of you are Blinded.
 * Enemies within 60 feet of you have Disadvantage on all Attack rolls.
 * Your skin becomes the subject of a Daylight spell that may dispell magical darkness of 5th lv. or lower.

Tenets
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.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Conquering Presence: As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
 * Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest
Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke
Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Invincible Conqueror
At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
 * You have resistance to all damage.
 * When you take the Attack action on your turn, you can make one additional attack as part of that action.
 * Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Tenets
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.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30 feet of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30 feet away from you. This effect ends if you are incapacitated or die or if the creature is more than 30 feet away from you.
 * Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

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

Unyielding Spirit
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
 * 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 ft of you.

Tenets
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.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
 * Turn the Unholy: As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

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

Holy Nimbus
At 20th level, as an action, you can emanate light. 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.

Tenets
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.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Emissary of Peace: As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
 * Rebuke the Violent: Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian
Starting at 7th level, when a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Protective Spirit
Starting at 15th level, you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

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

Tenets
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.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
 * Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger
By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance
Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel
At 20th level, using your action, you undergo a transformation. For 1 hour, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest.
 * 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 succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Order of the Broken Vow
'''A paladin must be Evil and at least 3rd level to become an Oathbreaker. The paladin replaces all features specific to their previous Order with these Oathbreaker features.'''

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Control Undead: As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
 * Dreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

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

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

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

Dread Lord
At 20th level, the paladin can, as an action, surround themselves with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures they choose 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 their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until they finish a long rest.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 * Conjure Duplicate: As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
 * Poison Strike: As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery
Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
 * Cull the Herd: You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
 * Treacherous Strike: If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.

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

Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: Once you use this feature, you can't use it again until you finish a long rest.
 * You are invisible.
 * If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
 * If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

<h2 style="text-align:center;">Paladin Spell List <p style="text-align:center;">These are the general spells available to Paladins.

1st Level
• Bless • Command • Compelled Duel • Cure Wounds • Detect Evil and Good • Detect Magic • Detect Poison and Disease • Divine Favor • Heroism • Protection from Evil and Good • Purify Food and Drink • Searing Smite • Shield of Faith • Silent Image • Thunderous Smite • Wrathful Smite

2nd Level
• Aid • Branding Smite • Find Steed • Gentle Repose • Lesser Restoration • Locate Object • Magic Weapon • Prayer of Healing • Protection from Poison • Warding Bond • Zone of Truth

3rd Level
• Aura of Vitality • Blinding Smite • Create Food and Water • Crusader's Mantle • Daylight • Dispel Magic • Elemental Weapon • Life Transference • Magic Circle • Remove Curse • Revivify • Spirit Guardians

4th Level
• Aura of Life • Aura of Purity • Banishment • Death Ward • Locate Creature • Staggering Smite

5th Level
• Banishing Smite • Circle of Power • Dawn • Destructive Wave • Dispel Evil and Good • Flame Strike • Geas • Raise Dead

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