Paladin

Description

These are some of the most stalwart beings in the known realms. They are often known as The Oathbound, utilizing might and magic to uphold their chosen belief, whether that be to a God, the Fey, or to darkness itself. Often mistaken for being paragons of virtue and kindness, these individuals range from oathsworn bodyguards and holy Paladins, to soldiers of pure hatred and evil.   Paladins receive their powers from a specific god and set of oaths and conduct which they serve. When a paladin joins an order or adopts a code they are granted the beginning of their magical powers and are expected to maintain their responsibilities strictly, no matter the cost. If they fail to properly adhere to their oaths they may be rejected by their order and stripped of their power. Willingly keeping the company of those contradictory to their oaths and religion are also grounds for expulsion and loss of power, with only the most extreme of circumstances granting exception.   Each type of paladin has many oaths and a short description of what the oaths should entail. They can be specified to the character but follow common strict guidelines. If a paladin fails to uphold their oaths or is not portraying their divine responsibilities in a manner fitting of their god and role they may recieve a corrective warning from their diety, and if not heeded the paladin may be at risk of losing their paladin class and will become a novice level Fighter without a subclass until a time at which they are able to redeem themselves.  
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose from 6 Oaths for unique buffs, skills, and character personalities.
 
Please take careful consideration when choosing the deity of your cleric. If unsure which god suits the character you intend to whitelist please open a lore-inquiry ticket within the DM section or the staff handling your whitelist.   This is a divinely empowered class and requires a deity active as of 5E.   To change deity as a cleric requires a minimum of 3x 1 hour sessions of RP. To maximize the mastery retained please open a lore-inquiry ticket about long term story progression exploring these changes.  
 

Subclasses

 

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, 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.  

Tenets

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.  

Perks

 
Spell List
Fluff Spells
Rituals
  Novice
One with the Wilds
+2 Knowledge: Nature, +2 Survival
 
Channel Divinity: Nature's Wrath
As an Action, select up to 3 targets within 5 tiles and spend your Channel Divinity. Force them each to make a STR saving throw. On a failed save, they are Entangled for 1 turn. No status effect taken on a successful save. This ability costs 1 SP.
  Adept
Enemies Without & Within
You gain the benefits of Favored Enemy: Fey
Wracking Vines
As a bonus Action select up to 3 targets with the Entangled status effect within 5 tiles. They each take 2d6+Mastery Piercing damage and are moved up to 2 tiles in a direction of the caster’s choosing. This ability costs 2 spell points.
  Expert
Undying Sentinel
Undying Sentinel - For every 10 years that pass your body ages 1 year and cannot be magically aged.
Aura of Warding
As a reaction, select up to 2 targets within 8 tiles. They each heal for 2d4+Mastery hitpoints and gain resistance to all magical damage for 1 turn. The resistances from this ability do not stack with other sources of magical resistance and it can be used twice per long rest.
 
  Master
Elder Champion
Channel Divinity: Nature’s Wrath and Wracking Vines: may now target up to 5 targets within 8 tiles.   Aura of Warding: Gains an additional use per long rest and heals for 3d4+Mastery hitpoints.


 

Oath of Conquest

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.  

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.   Rule with an Iron Fist:
Tolerate no dissent. Yours is the word of 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.  

Perks

 
Spell List
Rituals
Expert
Bestow Curse
  Novice
Unshakable
Gain +1 to CON and DEX saves, as well as +2 to Breach.
 
Channel Divinity: Conquering Presence
You can use your Channel Divinity to exude a terrifying presence. As a bonus action, you force 3 players of your choice that you can see within 5 tiles of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened and has their movement reduced by -2 for 2 turns.
  Adept
Unrelenting
Gain +1 to Attack and +1 DT
Aura of Conquest
You constantly emanate a menacing aura about you. Gain +2 Intimidate (Charisma). As a Bonus action you may activate your aura to attempt to harm any who are frightened within 5 tiles of you. In doing so you strike them for 2d4 + mastery Psychic Damage. On a failed wisdom save the targets are dazed for one turn. Targets take half damage on a successful save. This may be done once per short rest.
  Expert
Invincible Conqueror
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 3 turns:
  • Gain +1 DT and +2 to attack
  • Melee attacks do an additional +2 true damage
  • Use your Reaction to retaliate against a target that has attempted a weapon attack against you within 2 tiles. If successful, you deal 1d10+STR/DEX physical damage. The damage from this ability includes bonuses to Radiant weapon damage and this ability can be used even if the target's attack missed.
You may activate this ability once per long rest.
 
  Master
Empowered Invincible Conqueror
Invincible Conqueror now lasts for 6 turns, its damage is increased to 3d4+Mastery, and you gain +1 AC for the duration of this ability. This does not stack with Shield of Faith.


 

Oath of the Crown

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.  

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?  

Perks

 
Spell List
Rituals
  Novice
History of Civilization
Gain +2 to Knowledge: History.
Holy Armor
Gain resistance to Radiant damage.
Champion's Challenge
As a bonus action, you issue a challenge that compels other players to do battle with you. Up to three players of your choice that you can see within 5 tiles of you must make a Wisdom saving throw. On a failed save, the player can't willingly move more than 5 tiles away from you, recieve a -2 to attack and are Taunted.   This effect ends on the creature if you are incapacitated or if the players are more than 5 Tiles away from you. Lasts 2 turns and can only be used once per short rest.
  Adept
Unyielding Spirit
Gain a permanent +2 bonus to your Willpower skill and +1 to your Wisdom saving throws.
Divine Allegiance
Free Action, 1 Spell Point: Whenever an ally within 5 tiles of you takes damage, you may protect them from the damage dealt, healing them for 1d8+Mastery hitpoints and causing you to take 1d4+2 True damage. This is a Free Action and can be cast outside of turn order, but may only be cast once per ally per round. This ability cannot be used if the attack brings your ally to 0 hitpoints.   The healing of this ability benefits from Devotion of Healing and Beacon of Hope, and the damage dealt to the caster is reduced by 2 if they have Devotion of Protection.
  Expert
Exalted Champion
Activating your Exalted Champion takes an action and may only be done once per long rest. Yourself and up to three selected targets gain access to Sentinel Attack of Opportunity, +2 to WIS saving throws, +1 AC, and are healed for 1d8+Mastery hitpoints and also healing of 4 hit points every turn for the duration of the ability. These effects last for 3 rounds.
  Master
Empowered Exalted Champion
Exalted Champion now lasts for 6 rounds and heals for 2d8+Mastery.


 

Oath of Devotion

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.  

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.  

Perks

 
Spell List
Rituals
Master
Commune
  Novice
Purity of Spirit
The purity of your devotion instills you with the power to stand against the greatest forces of evil unswayed as a guiding light in the dark. You are immune to Curses and gain +2 to Insight and Persuasion.
Channel Divinity: Sacred Weapon
As a bonus action, you can imbue one weapon that you are holding with positive energy. For 10 rounds you gain +1 attack bonus and your attacks deal +2 Radiant damage and deal 1d8 to fiends/undead.
  Adept
Protection from Evil & Good
Your divine energy protects you from that which would corrupt. Gain Necrotic and Radiant resistance.
Aura of Devotion
Your faith and zealous conviction can not be swayed, and the faithful around you find themselves inspired by your unquestioning conviction. You are immune to the “Charmed” condition. As a Bonus Action you may activate this aura to grant up to 10 creatures within 2 tiles +2 Willpower and +2 Wisdom saving throw for 3 rounds. If they are under the effect of the “Charmed” or "Dominated" condition they are cleansed of that status.This may be done once per short rest.
  Expert
Holy Nimbus
A bright aura of holy sunlight radiates from you and harms those who may be repulsed by your spiritual radiance. Activating your Holy Nimbus takes an action and may only be done once per long rest. When active you gain a number of properties which last for 3 rounds or until you are incapacitated:
  • When activated you emanate bright light within 4 tiles, preventing the use of Shadow Step and Mantle of Shadows within this radius.
  • Up to 3 hostile creatures within 4 tiles take 2d8+mastery radiant damage when you activate this ability.
  • When you activate this ability any targets you select who have Light Sensitivity are counted as being in bright light for the duration of the Holy Nimbus.
  • This spell has the Illuminated effect, preventing the use of Mantle of Shadows and Shadow Step within its range while active.
  Master
Empowered Holy Nimbus
Holy Nimbus now lasts for 6 rounds and you may select up to 5 targets. Your attacks while Holy Nimbus is active deal +3 Radiant damage against Fiends and Undead.


 

Oath of Glory

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.  

Tenets

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

Perks

 
Spell List
Rituals
Expert
Commune
  Novice
Paragon of Prowess
Your gain +1 Attack and +1 Movement. You lose access to Heavy Armor.
Inspiring Smite
As a Free Action, 2 SP: Following a successful melee attack with a main hand weapon, select 1 target within 4 tiles. They heal for an amount equal to your Divine Smite. This ability can only be used once per turn and shares a cooldown with Divine Smite.
  Adept
Aura of Alacrity
You gain +1 Initiative per Mastery level. You gain a +2 bonus against all Charm and Dominate effects.
Glorious Defense
Bonus Action: Select 1 target within 6 tiles. You move up to 3 tiles towards them, gaining immunity to non-Sentinel attacks of opportunity during this movement. This movement will not ignore line of sight, and you do not gain any movement if the ability is used on yourself. You gain +1 AC, +2 DT and +3 True damage until the end of your next turn, and the target gains +1 AC and +3 DT until the end of their turn.   This ability can target downed allies, but will not revive them. It can be used twice per long rest and has a 2 turn cooldown.
  Expert
Living Legend
As a Free Action, you immediately gain an additional use of Inspiring Smite, heal for 1d8+Mastery hitpoints, and gain +3 Attack until your next successful weapon attack. This ability can be used once per rest.
  Master
Glorious Grandeur
You gain an additional charge of Glorious Defense. The heal from Living Legend increases to 1d8+(2xMastery).


 

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.  

Tenets

  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.  

Perks

 
Spell List
Rituals
Master
Scrying
  Novice
Endurance Forged in Faith
Gain +1 to CON and WIS saving throws, as well as +2 to each Intimidation (Strength) and Investigation.
Channel Divinity: Vow of Enmity
As a Free Action, you can utter a vow of enmity against a creature you can see within 1 tile of you, using your Channel Divinity. Select 1 target within 2 tiles. You gain +2 Attack for 3 turns. This ability can be used twice per short rest.   From Adept onwards, the target of your Vow of Enmity is a valid target for Soul of Vengeance.
  Adept
Relentless Avenger
When you hit a creature with an opportunity attack you may move up to half of your movement speed. This movement does not provoke attacks of opportunity.   You also permanently gain +1 to attack.
Soul of Vengeance
When the target of your Vow of Enmity is within 2 tiles and it is your turn, you may cause them to suffer -2 AC and -2 Movement until the end of their turn. This ability is limited to the target of your Vow of Enmity and can be used twice per short rest.
  Expert
Avenging Angel
Activating Avenging Angel takes an action and may only be done once per long rest. When you activate Avenging Angel, you exude an aura of frightening presence out to a range of 2 tiles, which can even overcome Frighten Immunity. You also gain the benefits of Mage Slayer while this ability is active.   On the Paladin's turn, they may spend a reaction to target three creatures within 2 tiles of them to be the target of Avenging Angel. This frightening presence forces the target to roll a wisdom saving throw versus the Avenging Angel’s spell DC. On a failed roll, the affected creature is frightened for 2 turns.   Properties of Avenging Angel remain active for 3 rounds.
  Master
Empowered Avenging Angel
You have increased your holy power of Avenging Angel and gain an additional charge of Vow of Enmity and Soul of Vengeance. Activating your Avenging Angel takes an action and may only be done once per long rest.
  • Wings sprout from your back granting you the ability to Fly for 4 hours.
  • Avenging Angel now lasts 6 rounds and the paladin gains a +2 to attack
  • You may select up to 5 targets


Combative Perks


  Novice
Spellcasting
Paladins use Charisma for their Spellcasting Modifier.
  You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
  • Spells:
    You have access to a list of spells you may cast.
  • Spellcasting Ability:
    Charisma is the Paladin's spellcasting attribute. 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.
Spell save DC = 10 + your Charisma modifier
Fighting Style
You are able to select from the list of available fighting styles. You cannot choose the same fighting style twice if your class, race, or a feat gives you an additional fighting style.
  Defense: AC +1
  Archery: +2 Physical Accuracy when wielding a ranged weapon
  Dueling: +2 Physical Damage when wielding a single, 1-handed, melee weapon. Versatile weapons count as 1-handed weapons no matter their wielded configuration.
  Great Weapon Fighting: +2 Physical Damage when wielding a 2H melee weapon.
  Two Weapon Fighting: Attacks made with off-hand weapons now add the appropriate (Strength or Dexterity) attribute bonuses to damage rolls made with that weapon.
  Spellbound: Gain +3 spell points and +1 WIS saving throw.
Lay on Hands
As an action you can touch a creature to restore hit points equal to your charisma modifier x4. This may be used once per long rest. Additionally, your touch can cure a creature of the “Poisoned” condition.
Divine Smite
After the Paladin makes a successful melee attack with their main hand, they may spend 1 Spell Point to deal 1d6+Mastery radiant damage to the target they hit with their previous melee attack. This may only be used once per turn. This ability can be triggered by Attack of Opportunity.
  When using Divine Smite on Outsiders or Undead races, the damage dice increases by 1 die.
Hit Dice
You gain +8 HP when you first become a Paladin. On each new mastery level, you gain an additional +8 to your Hit Points.
Devotion
You gain a single pick from the available Devotion list, located on the Feats page.

  Adept
Spell Points I
+3 Spell Points
Aura of Courage
You are immune to the “Frightened” condition.
Divine Health
The divine magic flowing through you makes you immune to poison damage and the “Poisoned” status. If given the Poisoned status, use the Purge Poison ability to cure it.
Taunt
Select 1 target within 10 tiles. Force them to make a WIS saving throw. On a failed save, they have their weapon and unarmed attack damage reduced by 2 when making attacks against targets other than you for 2 turns.
Extra Attack
As a Free Action, you may make an extra weapon attack.

  Expert
Aura of Protection
Activate this aura as a Bonus Action to grant up to 6 creatures within 6 tiles of you +1 to all saving throws for 3 rounds.
Spell Points II
+3 Spell Points
Additional Hit
+1 to Hit
Divine Smite Increase
After the Paladin makes a successful melee attack with their main hand, they may spend 1 Spell Point to deal 1d8+Mastery radiant damage to the target they hit with their previous melee attack. This only may be used once per round and can be triggered by Attack of Opportunity.
  When using Divine Smite on Outsiders or Undead races, the damage dice increases by 1 die.

  Master
Divine Strikes
You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. All of your melee attacks deal an extra 2 radiant damage.
Spell Points III
+7 Spell Points

Non-Combative Perks


Armor Proficiency
You can use any armor and shields.
Devout
Gain +2 Knowledge: Religion

Spell List


Novice
Adept
Expert
Master
Fluff
Rituals