Paladin in Ferra | World Anvil
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Paladin

Information

Paladins are people who make an oath with a god in-order to channel their divinity through you. The oath can take any form as long as it is in a format that gets the conditions across. Casting spells and such aren't using the caster's power but instead the power from their god. When a paladin reaches level 20, something will happen...

Sub-class Options

Regret Oath
3rd Level Features
Channel Divinity: Regretful Burden
Starting at 3rd level, as a reaction to taking damage, you can channel the radiant power imbued within you to strike back at your assailant. Roll Xd10, where X is equal to your paladin level, and add your proficiency to the total as radiant damage. The divine energy surges forth, enveloping the creature that harmed you.   Additionally, until the end of your next turn, the targeted creature is plagued with doubt and regret, granting you a heightened advantage in defense. They suffer from disadvantage when making attack rolls against you.   Channel Divinity: Regretful Wings
As bonus action, You form black wings from your back for 1 minute. You gain a double your movement speed in fly speed and once per turn your attacks deal additional 1d6 necrotic damage which causes the attacked creature to make a WIS save or have disadvantage on attack rolls against creatures other than you until the start of your next turn.   7th Level Feature
Regretful Aura
Starting at 6th level, you gain a 10ft aura. When an enemy launches an attack against an ally within your aura's range, your regretful presence allows your enemies to react swiftly. They can use their reaction to impose disadvantage on the attacker's roll, thereby increasing the chances of avoiding harm.   Furthermore, if the incoming attack requires the targeted ally or yourself to make a saving throw. The DC of the saving throw is reduced by 2.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Acceptance of Regret
At the pinnacle of your Paladin journey, the weight of your past experiences and remorse manifests in a physical embodiment known as the Aspect of Regret. As a conduit of your inner turmoil you can conjure a creature made from your regret as part of your long rest, this creature takes shape and shares your initiative in combat. As a bonus action, you can issue simple commands to the Aspect, directing its actions to aid you and your allies, if you do not command it then it will take the dodge action and end its turn.   The Aspect's hit points are determined by the following formula: 1 + your Charisma modifier + your Paladin level. Its AC is 10 plus your proficiency modifier. Its movement is 60ft fly speed, and it has a 30ft blindsight.   The features of the Aspect of Regret are influenced by the depths of your regrets, and as such, they possess abilities that reflect this theme:  
  • Echo of Repentance: As a reaction when you or an ally within 30 feet of you fails a saving throw, the Aspect can evoke an echo of repentance. The echo grants advantage on the saving throw, allowing your allies to rectify their mistakes and avoid the worst consequences of their actions.
  • Crippling Gloom: As an action, the Aspect can release a wave of somber energy in a 15-foot cone. Creatures caught in the cone must make a Wisdom saving throw against your Paladin spell save DC. On a failed save, they are overcome with feelings of guilt and sorrow, suffering from the Frightened condition for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
  • Redemption's Embrace: Once per long rest as an action, the Aspect can envelop an ally in a radiant aura of redemption. The chosen ally gains temporary hit points equal to your Paladin level + your Charisma modifier and gains advantage on saving throws against being charmed or frightened. This radiant protection lasts for 1 minute or until the aspect dies.
  • Burden of Atonement: The Aspect can bear the burden of your allies' physical and mental afflictions. As a reaction, it can redirect an attack that would hit an ally within 10 feet of it to target itself instead. Additionally, it can absorb the effects of a harmful condition or charm directed at an ally, shielding them from its impact.
  Once the Aspect dies, you must finish a long rest before you can summon them again.   20th Level Feature
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Regret Oath Spells

You gain oath spells at the paladin levels listed


Greed Oath
3rd Level Features
Channel Divinity: Greedful Smite
Starting at 3rd level, you can use your Channel Divinity to strike your enemies with the force of your accumulated wealth. As an action, you make a weapon attack against a creature you can see within 5 feet of you. If the attack hits, you can expend one use of your Channel Divinity to deal 2d8+CHA modifer gold damage. You gain an amount of gold pieces equal to the damage dealt, and they lose gold. If they do not have gold, then they take additional damage equal to the amount of gold they do not have.   At higher levels, the damage of Greedful Smite increases as follows:
  5th level: 3d8 radiant damage
9th level: 4d8 radiant damage
13th level: 5d8 radiant damage
17th level: 6d8 radiant damage
  Channel Divinity: Greed's Boon
Starting at 2nd level, you can call upon the power of your insatiable greed to enhance your abilities. As an action, you can use your Channel Divinity to activate Greed's Boon. This effect lasts for a number of hours equal to paladin level or until you end it as a bonus action.   While Greed's Boon is active, you gain the following benefits:   You have advantage on all Charisma checks related to financial matters, such as haggling, negotiating prices, or intimidating people for money.   Whenever you roll for treasure, you can reroll any 1s on the dice once, and you take the better result. Additionally, you can detect the presence of valuable items or hidden treasure within 60 feet of you, as if by the detect magic spell. You do not learn any details about the items or their location, only their general presence and approximate distance.   Once per hour, As an action, you can expend gold to restore one expended spell slot of your choice, either for yourself or for a creature within 5 feet of you. The spell slot level you can restore is up to 6th level. To use this feature, you must spend an amount of gold equal to 100 times the level of the spell slot you want to restore. For example, restoring a 3rd-level spell slot would cost 300 gold, while restoring a 6th-level spell slot would cost 600 gold.   Additionally, starting at 5th level, the cost of restoring spell slots decreases. Instead of spending 100 times the level of the spell slot, you only need to spend 50 times the level of the spell slot. This reduction in cost increases to 25 times the level of the spell slot at 11th level and 10 times the level of the spell slot at 17th level.   7th Level Feature
Aura of Greed
Starting at 6th level, you radiate an aura of wealth and prosperity that can aid your allies and enrich yourself. You have a 10-foot aura that extends around you, and any creature within this aura has advantage on Charisma checks made to obtain gold, such as haggling, negotiating prices, or persuading someone to give them money.   Additionally, at the start of each of your turns in combat, you can roll Xd10 dice, where X is the number of creatures (including yourself) within your aura at the start of your turn. You earn gold equal to the total number rolled on the dice, and this gold is added to your inventory immediately.   At 18th level, the range of your aura of prosperity increases to 30 feet.   15th Level Feature
Everything is Mine
Starting at 15th level, you can use your action to seize control of a treasure or a magical item that is within 60 feet of you, by asserting your rightful ownership over it. As an action, you choose one object that you can see, even if it's already being held or carried. If the object is a treasure hoard or a magic item, you can expend one use of your Divine Sense to cause it to levitate towards you and stay within 5 feet of you for 1 minute. During that time, you have advantage on all checks made to keep the object, and you can use your bonus action to make a Wisdom (Perception) check to locate any other objects of value within 60 feet of you.   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.   Additionally, When you are reduced to 0 hit points, you can use your reaction to expend gold and avoid falling unconscious. Instead of falling unconscious, you are reduced to 1 hit point and remain conscious.   To use this feature, you must expend an amount of gold equal to your character level multiplied by 100 or a single magic item that is within 5ft of you.   20th Level Feature
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Narcissist Oath
3rd Level Features
Channel Divinity: Perfect Self
Starting at 3rd level, you can harness the divine power within you to temporarily assume a perfected state that reflects your unwavering devotion to your deity. When you use this Channel Divinity feature, you present your holy symbol as a bonus action, and for 1 minute, you transform into your perfect form. At character creation, you choose features equal to your proficiency for your perfect form, and these selections are permanent and cannot be changed and when your proficiency modifier increases you gain an additional option. These features represent the unique blessings granted to you by your deity. It is recommended to discuss these features with your DM to ensure balance and alignment with your character concept.   Examples of this are;  
  • Hasted Attack: While in your perfect form, you can make an additional attack as part of your Attack action
  • Divine Protection: Your unwavering faith allows you to use your Charisma modifier instead of your Dexterity modifier when calculating your Armor Class.
  • Divine Weapon: While in your perfect form, you can use your Charisma modifier instead of your Strength or Dexterity modifier when making melee weapon attacks.
  • Faithful Resilience: In your perfected state, you have resistance to all damage types except psychic.
  • Karma Aura: Your perfect form radiates an aura of divine energy. While in this form, you and friendly creatures within 10 feet of you gain temporary hit points at the start of each of their turns equal to your Charisma modifier.
  • Rebuke the Selfless: Your perfect form is a beacon of righteousness. While in this state, you can use your reaction to make a melee weapon attack against a creature that deals damage to you or an ally within 10 feet of you.
  Channel Divinity: Believe in the Me That Believes in Me
Also at 3rd level, you can harness the sheer force of your unwavering belief and unyielding conviction to dominate the minds of others, compelling them to view you as a godlike figure. By taking an action to present your holy symbol and touching a creature within 5 feet, you can impose your divine will upon them. The target must make a Wisdom saving throw against your spell save DC. On a failed save, they become charmed by your divine presence for 1 minute.   While charmed, you can exert control over their action, making them make one attack against the nearest creature of your choice within a distance equal to their highest movement speed at the beginning of their turn.   At the end of each of their turns, the charmed creature may attempt to break free from the charm effect by making a Wisdom saving throw. If they succeed, they are no longer charmed.   7th Level Feature
Aura of Selfishness
At 7th level, your aura radiates an overwhelming sense of self-importance and ego, making it exceedingly difficult for those in close proximity to focus on anything else. When a creature stands within 10 feet of you, they experience disadvantage on any skill checks related to you. Moreover, any creature within this range suffers disadvantage on saving throws against effects and spells that come from you.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Perfect Absolution
At 15th level, you attain a state of absolute perfection through your channel divinity, transcending the temporary limitations of Perfect Self. Your channel divinity feature, Perfect Self, becomes a permanent aspect of your being, allowing you to be in your perfect self form permanently.   Additionally, your channel divinity is replaced with "Perfect Absolution". With Perfect Absolution, when you use your channel divinity, you can compel a creature to make a WIS saving throw. If the targeted creature fails the saving throw, they take Xd10 radiant or necrotic damage (Your choice) or half on a successful save. X is your paladin level.   20th Level Feature
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Narcissist Oath Spells

You gain oath spells at the paladin levels listed


Denial Oath
3rd Level Features
Channel Divinity: Who, What, Where, and Why
As an action, you may change your physical appearance to that of another creature you have seen. This effect lasts for 8 hours, if you should have a weapon or equipment that is of the same type the copied creature has then the properties & features of your weapon and equipment change to that for the duration.   Channel Divinity: Didn't happen, need proof
As an item interaction you can activate this effect; you gain an extra turn right after your current one but you are unable to use an item interaction during this turn.   Once the extra turn ends, you return to the space you were at when you activated this effect. Any damage/effects/conditions you took in the extra turn are negated.   7th Level Feature
Aura of the Denial
You know when truth or lies are told, when a creature of your choice is within your aura; they are unable to lie (but can still give half-truths). When a CHA ability check is made in your aura, treat any 9 or lower rolls of your choice as a 10 instead.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Denial's Receipt
When you divine smite, you can choose the element of the smite instead of it being radiant damage. If you should change the element to one the creature is resistant or immune to then the creature must make a CHA save against your spell save DC or undergo the banishment spell (no concentration) for 1 minute.   20th Level Feature
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Denial Oath Spells

You gain oath spells at the paladin levels listed


Twilight Oath
3rd Level Features
Channel Divinity: Stars of Chaos
Before you roll initiative, you can use your reaction (You don't gain your reaction back on your first turn in combat) to activate this effect. You roll at advantage for initiative and you cannot be under the surprised condition. For the next minute, you gain Darkvision of 300ft; In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. Also you add your prof mod to your damage rolls until the minute has passed.   Channel Divinity: Fallen Star
As an action you point at a spot within 60ft; it creates a 10ft radius of stars that explode. Each creature of your choice inside the radius must make a WIS save. On a fail they take damage equal to double your paladin level and are blinded for 1 round. If a success, then the creatures take half and are not blinded.   7th Level Feature
Aura of Starlit Eyes
You can magically share the Devil-sight feature with willing creatures you can see within 10 feet of you. Any darkness spell of a level lower or equal to your current highest spell slot is auto-dispelled.   This turns to 30ft at level 18.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Star Signs
Once per long rest you can cast the Divination spell without the use of a spell slot. Additionally as a bonus action you can choose a creature within 30ft and read their future. You can tell what that creature is going to do on its turn and set those action to happen regardless of any changes made after. E.g. Going to attack an ally, you teleport that ally out of reach, the enemy does the action still even when the ally is gone. You can use this feature equal to your CHA mod.   20th Level Feature
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Twilight Oath Spells

You gain oath spells at the paladin levels listed


Deicide Oath
3rd Level Features
Channel Divinity: Mortal Reminder
Upon invoking this Channel Divinity, you may select a target creature within 30 feet of you as a bonus action. For the next minute, once per turn your weapon damage against the chosen creature will inflict double damage as if it were vulnerable (Smites & additional effects do not count as weapon damage). However, you must use your bonus action every turn to continue this effect otherwise it ends. The effect also ends if you end your turn 30ft away from that creature.   Channel Divinity: What is a god but a mortal with extra steps?
When a creature uses an effect that works like a deathward or a effect that restores the creature back to life, you can use your reaction to activate this effect. You negate the effect and they suffer true death. (True Death: When a corpse is under this effect, they are unable to be revived through any effects except through the use of True Resurrection or Wish.)   7th Level Feature
Aura of Deicide
Allies within your aura have advantage on death saves and if they roll a 15 or higher on the death save counts as a crit.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Reaching the Edge of Mortality
When you are reduced to 0 hit points, roll a CHA save. The DC is 10 and if you pass it then you regain hit points equal to your current level. Each successful save increases the DC by 10 and resets on a long rest.   20th Level Feature
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Deicide Oath Spells

You gain oath spells at the paladin levels listed


Chaos Oath
3rd Level Features
Channel Divinity: Chaotic Smite
When you hit a creature and apply a divine smite, you can expend a channel divinity to empower the smite. The element of the smite changes from its radiant damage to a random type determined by the element table; Roll 2 d10s and choose one of the d10s. The number you choose will be the damage type, as shown below.

Chaos Paladin Element Table


D10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder
9Necrotic
10Radiant
  If you roll the same number on both d10s, the chaotic smite leaps from the target to a different creature of your choice within 30 feet of it. Dealing the smite damage to another creature. You must reroll another 2 d10s to determine the element damage, which could cause the chaotic smite to leap again.   A creature can be targeted only once by this feature.   Channel Divinity: Waves of Chaos
Before you make an attack roll against a creature with advantage or disadvantage, you can expend a channel divinity to negate the advantage or disadvantage BEFORE you roll. If you should hit the target then it will count as a critical hit when rolling the damage. If you should should miss the attack, the creature can choose to attack you instead as a free action which has the same effects as this channel divinity. This will keep going until one of them hit their attack or one of you decide to not attack back.   7th Level Feature
Aura of Chaos
Whenever you or any creature within 10ft of you rolls a D4, D8, D10 from a spell or feature, they can choose to reroll the die once per round.   At 18th level, the range of this aura increases to 30 feet, and loses its once per round effect instead being once per turn.   15th Level Feature
Chaotic Soul
Whenever you take damage from a saving throw or attack roll, roll a d10. On a 10 or 1, you heal from that damage instead and gain temp hp equal to your CHA mod.   Whenever you deal damage with a saving throw or attack roll, roll a d10. On a 10 or 1, you deal additional damage equal to your CHA mod and reduce that creatures max hp equal to the total damage dealt until they take a short rest.   20th Level Feature
A Raven's Chosen
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Chaos Oath Spells

You gain oath spells at the paladin levels listed


Hope/Despair Oath
3rd Level Features
Channel Divinity: Hope in the presence of Despair
You turn into the visage of hope for one minute as a bonus action. While in this form, you gain a fly speed equal to your walking speed. In addition you gain resistance to all damage except psychic, and an additional D4 radiant damage to your attacks. When you use a 1st level or higher divine smite while in this form, it deals additional D8 damage to creatures that are considered Despair.   Channel Divinity: Despair in the presence of Hope
You turn into the visage of despair for one minute as a bonus action. While in this form, you gain a teleport speed; the distance equal to your walking speed which can be used as part of your movement. In addition you gain vulnerability to all damage except psychic, and an additional D4 necrotic damage to your attacks. When you use a 1st level or higher divine smite while in this form, it deals additional damage equal to how much total damage you have received while in this form to creatures that are considered Hope.   Devout Hunter Your divine sense is capable of now detecting Hope and Despair creatures. In addition, you have advantage on checks to recall information about them. Your hope companion also determines whether a creature is hope or despair.   7th Level Feature
Aura of Hope/Despair
You have a 10ft aura, when an ally starts their turn in your aura; they gain temp hp equal to your CHA mod. When a hostile creature is in your aura, they are unable to regain hit points as long as they are at 1 hp. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Bringing Hope/Despair to the World
When you deal radiant/necrotic damage to a creature, their max hit points are reduced equal to the damage you dealt.   In addition, you have advantage on attack rolls against hope/despair creatures.   20th Level Feature
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Hope - Despair

Hope/Despair Oath Spells

You gain oath spells at the paladin levels listed.


Fate Oath
3rd Level Features
Channel Divinity: Bad Omen
As a bonus action, you can choose a creature within 30ft of you and destine their fate for bad. The next attack roll and saving throw made by the creature will result in a failure regardless of the roll, in addition the next attack made towards this creature will score a critical hit regardless of the creatures roll.   Channel Divinity: Good Omen
As a bonus action, you can choose a creature within 30ft of you and destine their fate for good. The next attack roll and saving throw made by the creature will result in a success regardless of the roll, in addition the next attack made towards this creature will score a critical miss regardless of the creatures roll.   7th Level Feature
Aura of Fate Weaving
You have a 10ft aura, when you or an ally rolls an ability check, attack roll, or saving throw within the aura. You can use your reaction to reroll the die and choose either result.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Threads of Fate
When a creature should be reduced to 0 hit points within 60ft of you, you can choose to use a reaction. They go to 1 hit point instead and cannot go below one hit point until the end of their next turn.   You can use this feature a number of times equal to your CHA modifier and regain expended uses on a long rest.   20th Level Feature
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Fate Oath Spells

You gain oath spells at the paladin levels listed


Life Oath
3rd Level Features
Channel Divinity: Threads of Life
As an action, you can tap into the Life-stream and conjure white threads of life that float into your allies. Choose an amount of creatures equal to your charisma modifier, and they heal equal to 5 times your paladin level. For each creature healed above half their max hit points, you gain a +5 bonus per creature to your next damage roll either from a spell or an attack.   Channel Divinity: Blessing of Life
As a bonus action, you become an envoy of life for 1 minute. You gain the following benefits;
  • You gain a fly speed equal to your walk speed, if you already have a fly speed then you gain an additional 10ft to the speed.
  • Your weapon and spell attacks deal an additional d6 radiant damage.
  • At the start of each of your turns, all creatures within 10ft of you (including yourself) heal equal to your Charisma modifier.
  7th Level Feature
Aura of Life
Whenever a creature within 10ft of you is healed, they heal an additional amount equal to your charisma modifier. In addition, while a creature is within your aura; the creature can use its reaction to expend one of its' hit die to heal an amount rolled on that hit die.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Life Finds a Way
Starting at 15th level, when you use a Paladin feature or spell to heal a creature, that creature gains the benefits of the Death Ward spell until the beginning of your next turn. Additionally, you can cast Healing Word at will, treating it as if it were a cantrip.   20th Level Feature
Champion of Life
You have found your way in Life, and as such, it will lead you down the most promising road it can offer. You can use your action to gain the following benefits for 1 minute:  
  • Proficiency in all saving throws and expertise in Constitution Saving Throws.
  • All healing you give or receive from any source is doubled.
  • At the start of each of your turns, you regain 10 hit points.
  Once you use this feature, you can't use it again until you finish a long rest.

Life Paladin Oath Spells

You gain oath spells at the paladin levels listed


Hindsight Oath
3rd Level Features
Channel Divinity: Divine Hindsight
You can use your Channel Divinity to gain insight into the future of a creature or location. As an action, you can focus your divine senses on a creature or location within 60 feet of you, gaining a glimpse of its fate.   You learn whether the target is destined for weal or woe, and whether any imminent danger threatens it. In addition, you gain knowledge of the next damage type or effect that will affect the target the next time it takes damage.   Channel Divinity: Battle Insight
You can use your divine powers to gain insight into the recent combat. As an action, you can choose a creature within 30 feet of you that you can see, and concentrate on it for up to 1 minute, during which time you can relive a past combat that the creature has experienced.   While reliving the combat, you gain knowledge of any battle tactics and strategies that were employed by the participants, as well as any hidden or obscured details that were missed at the time, such as concealed traps or ambushes. Once per turn, you gain advantage on an attack roll or ability check made against the chosen creature during the minute, as you are able to anticipate its movements and actions.   7th Level Feature
Aura of IBBLEWOBBLEMOBBLESOBBLE
Your heightened awareness and reflective nature begin to affect those around you. You and friendly creatures within 10 feet of you gain a heightened sense of perception and insight, granting advantage on Wisdom (Insight) and Intelligence (Investigation) checks. In addition, creatures within this aura cannot be surprised as long as you are conscious and not incapacitated. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Strike of Hindsight
Your insights into your opponent's weaknesses and vulnerabilities allow you to strike with greater precision and force. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal an additional 2d6 damage.   The damage type of this additional damage is based on your understanding of your opponent's past weaknesses, and vulnerabilities. If you know that the creature is vulnerable to a particular damage type, such as fire or radiant damage, you can choose to deal that type of damage.   You can only choose the damage type once per turn, and it must be declared before rolling the attack. If you miss the attack, the additional damage is not applied. Additionally, this feature only applies to melee weapon attacks, and not to spells or ranged attacks.   20th Level Feature
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Hindsight Oath Spells

You gain oath spells at the paladin levels listed


Combustion Oath
3rd Level Features
Channel Divinity: Blaze of Glory
As a bonus action for 1 minute, you can imbue all your weapon attacks with combustion energy. Your attacks deal an additional D8 fire damage, and all creatures within 5ft of the target must make a DEX save against your spell-casting DC or take the fire damage you rolled. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 17th level.   Channel Divinity: Firestorm
Also at 3rd level, you can summon a raging inferno that the Goddess of Combustion channels through you. As an action, you call forth a wave of flames that spreads out in a 20-foot radius around you. Each creature in the area must make a DEX save against your spell-casting DC or take 2d10 fire damage on a failed save, or half as much on a successful save.   At higher levels, the damage die increases to 3d10 at 6th level, 4d10 at 11th level, and 5d10 at 17th level.   7th Level Feature
Aura of Flames
You create a 10ft aura of fiery protection and empowerment for yourself and your allies. If a hostile creature starts its turn within your aura or enters it for the first time on their turn, they will take d8 fire damage. On the other hand, allies within your aura will receive resistance against fire damage and deal an extra d4 fire damage on their first attack every turn. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Falling Star
You can harness the power of combustion to launch yourself towards your enemies. As an action, you empower yourself with combustion energy and launch yourself into the air, ascending up to 50 feet. You must have at least 50 feet of unoccupied space above you to use this feature.   Once you reach the peak of your ascent, you choose a point within 120 feet of you and begin to fall towards it. When you land, each creature within a 40-foot radius of that point must make a Dexterity saving throw against your spellcasting DC. On a failed save, the creatures take 8d6 fire damage and 8d6 bludgeoning damage. On a successful save, the creature takes half damage.   After using this feature, you can't use it again until you finish a long rest.   20th Level Feature
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Combustion Oath Spells

You gain oath spells at the paladin levels listed


True Oathbreaker
When a Paladin breaks their oath, the Goddess of Chaos, Caheli, offers their own divinity as the source of their new power as a Chaos Incarnate. If a paladin once again declines the offer of a god's help, they will then become a True Oathbreaker. Their previous divinity will turn into a black ichor and they lose their shadow. The only clue as to where their power is drawn from now is their new symbol of a wilted black rose, which seems to hurt the eyes of the gods upon looking at it.   3rd Level Features
Hands of Corruption
Your lay on hands now deals damage instead of healing, you can expend 5 to force the creature to make a con save or apply the Blind or Deafened condition.   Channel Divinity: Fell God's Curse
As an action, you can touch an object, creature, or structure that has divine relations. You gain the channel divinity relevant to the thing you had touched, and can hold up to an amount equal to your proficiency modifier.   Channel Divinity: Broken Lies
As a bonus action, you can produce a 20ft radius of black sticky ichor for 1 minute at a point within 60ft, any creature that starts its turn in the ichor takes 2d8 necrotic damage and be unable to use any effects or spells that are faith related (holy symbol spellcasting focus, channel divinity, or faith checks) until the start of their next turn.   As a bonus action on subsequent turns, you can choose to move the ichor 15ft in a direction of your choice.   7th Level Feature
Aura of Punishment
All creatures with 10ft of you cannot use faith abilities, features, or cast spells with a holy symbol. In addition, allies within your aura cannot be reduced to 0 hit points unless you are unconscious or dead. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Traitor of the Gods
As an action, you can touch a creature, object, or structure with faith or religion connections. Then you must make a charisma check (Intimidation) against the gods faith DC. If you beat the check, any cleric or paladin related to that god are unable to use their channel divinity with 60ft of you for the next d4+1 hours or until you use this feature again.   You can use this an amount of times equal to your proficiency modifier.   20th Level Feature
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True Oathbreaker Spells

You gain oath spells at the paladin levels listed


Under Depths Oath
3rd Level Features
Channel Divinity: Aqua Fury
As an action, you can invoke the power of the raging seas. When you do so, choose a point within 60 feet of you. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 per paladin level in cold damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.   Channel Divinity: Shadowy Visage
As a bonus action, you can shroud yourself in the shadows of the depths causing 10ft of dim light. For 1 minute, you gain advantage on Stealth checks, and any creature that makes an attack against you has disadvantage on the attack roll if you are in dim light or darkness.   7th Level Feature
Aura of the Tides
Starting at 7th level, you emanate an aura that harnesses the power of the ocean. While you're conscious, you and friendly creatures within 10 feet of you gain resistance to cold and bludgeoning damage, and you have a swimming speed equal to your walking speed.   While within dim light or darkness, you have resistance to bludgeoning, piercing, and slashing damage. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Pull of The Depths Smite
At 15th level, your smite attacks become even more devastating. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra Bludgeoning or cold damage to the target. The extra damage is 5d8 plus an additional 1d8 for each level of the spell slot higher than 1st (You can use this feature with divine smite).   20th Level Feature
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Under Depths Oath Spells

You gain oath spells at the paladin levels listed


Power Oath
3rd Level Features
Channel Divinity: Unyielding Might
Starting at 3rd level, you can use your bonus action to unleash the raw power within you, growing to a large size for 1 minute. During this time, you gain the following benefits:  
  • You have advantage on all Strength checks and saving throws.
  • Your melee attacks deal additional radiant damage equal to your Charisma modifier.
  • As an action, you can flex your newfound power, forcing all creatures in a 10-foot radius around you to make a Dexterity saving throw. On a failed save, they take thunder damage equal to Xd8 and is pushed 10ft away, where X is half your paladin level, or half as much on a successful save. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier.
  Channel Divinity: Overwhelming Presence
Also at 3rd level, you can use your Channel Divinity to showcase your unparalleled strength and intimidate those around you. As an action, you flex your muscles, forcing all creatures of your choice within 30 feet of you to make a contested Athletics check against you. If you roll higher than the creatures, any creature lower than your check creature is under the effects of the compelled duel spell for 1 minute.   While affected by this effect, the target has disadvantage on attack rolls against creatures other than you, and it must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it fails that saving throw, it must choose a different destination.   7th Level Feature
Aura of the Dominance
At 7th level, your commanding presence extends in a 10-foot radius from you. Friendly creatures within this aura gain advantage on STR saving throws and you gain expertise in Athletics. At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Strikes of Might
At 15th level, your strikes become even more potent. Whenever you score a critical hit with a weapon attack, add your Strength modifier again to the damage.   20th Level Feature
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Power Oath Spells

You gain oath spells at the paladin levels listed


Phials Oath
3rd Level Features
Bonding Charge Blade
When you take this oath at 3rd level, you gain the ability to summon a Charge Blade through a 1-hour ritual. This ritual creates a magical bond between you and the Charge Blade, allowing you to summon it to your hand at will. The Charge Blade materializes in a design or material inspired by creatures you have slain. You gain proficiency with the Charge Blade, and for the purpose of martial weapons, it counts as a Longsword.   Channel Divinity: Phial Surge
Starting at 3rd level, you can use your Channel Divinity to unleash a surge of magical energy through your Charge Blade.   As a bonus action, you can activate Phial Surge, enhancing your attacks with divine power. For the next minute, whenever you hit a creature with your Charge Blade and expend a spell slot to smite, you gain a number of phials equal to the level of the spell slot used.   Once you accumulate three or more phials up to a max of 5, you can choose to channel the energy into a powerful transformation. As a bonus action, you can shift your Charge Blade into a Greataxe, its form crackling with elemental energy. The Greataxe gains a bonus to hit equal to the number of phials you currently have. After this transformation, your next attack with the Greataxe expends all accumulated phials, dealing an additional amount of damage equal to the number of phials in the form of extra d8s then reverts back into your charge blade longsword after the attack or if the channel divinity ends. Any Phials left after your channel divinity has ended will heal you for 5 hit points per phial.   7th Level Feature
Elemental Charges
At 7th level, your connection with the Charge Blade deepens, allowing you to infuse it with elemental charges. As a bonus action, you can choose one of the following damage types: fire, cold, lightning, or radiant. Until your next long rest or until you use this feature again your Charge Blade deals an additional 1d6 damage of the chosen type on a successful hit.   The damage increases to 2d6 at 18th level.   15th Level Feature
Sustained Charge
At 15th level, whenever you gain a phial through the use of your Channel Divinity or other abilities, you gain temporary hit points equal to your Charisma modifier.   When you use a smite while wielding your Charge Blade in its Greataxe form, the transformation persists as long as you continue to expend spell slots on smites and have phials left equal to the spell slot expended. The transformation still ends if you run out of phials or if you stop using spell slots for smites.   20th Level Feature
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Phials Oath Spells

You gain oath spells at the paladin levels listed


Dawnbreaker Oath
The Paladins of Dawn are sworn guardians of light and righteousness, sworn to defend the innocent and uphold the virtues of compassion, courage, and justice. They are warriors of unwavering resolve, clad in armor adorned with the symbols of the rising sun, and wielding weapons imbued with the sacred energies of dawn. Guided by their faith and their sacred oath, these paladins embark on quests to rid the world of darkness and Eclipses, spreading the radiance of hope wherever they tread. In the ongoing battle between dawn and dusk, the Paladins of Dawn stand as a bastion of hope against the encroaching Shade. - Owari, Cleric of The End   3rd Level Features
Channel Divinity: Dawn Mark
At 3rd level, when you hit a creature with a weapon attack, you can use your Channel Divinity to mark that creature with radiant energy. For the next minute, the marked creature takes an additional 1d6 radiant damage whenever you hit it with a weapon attack. Whenever you score a critical hit, you can apply a 1st level Divine Smite without expending a spell slot. Additionally, your Divine Smite feature deals an extra 1d8 radiant damage against the marked target as if they are an undead or a fiend.   Channel Divinity: Dawnbreaker Weapon
At 3rd level, you can invoke your Channel Divinity to imbue your weapon with the radiant power of the Dawn. As a bonus action, for a duration of 1 minute, your weapon becomes suffused with blazing energy, resonating with the brilliance of dawn. During this time, your attacks with the weapon deal an additional 1d4 radiant damage on each successful hit, and you can use your Divine Smite feature even when making ranged attacks or using a thrown weapon. Furthermore, the weapon gains a bonus of +1 to both attack and damage rolls.   This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.   7th Level Feature
Aura of Dawn
At 7th level, you emanate an aura of radiant light that bolsters your allies and unnerves your foes. While you are conscious, friendly creatures (including yourself) within 10 feet of you gain resistance to necrotic damage. Additionally, hostile creatures within this aura have disadvantage on attack rolls against you, an attacker that can't be blinded is immune to this feature. This aura sheds bright light in a 10-foot radius and dim light for an additional 10 feet beyond that as a crown of light floats above your head.   At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Dawnbreaker's Zeal
At 15th level, your dedication to the oath changes your Smites, allowing your deity to give you a surge of energy. When you hit a creature with a weapon attack and have a spell slot of 1st level or higher remaining, you can choose to forgo expending that spell slot for Divine Smite to make an additional weapon attack as part of the same action. This additional attack benefits from any other features that would apply to your weapon attacks, such as your ability modifier and any other bonuses. You can use this feature once per turn.   20th Level Feature
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Dawnbreaker Oath Spells

You gain oath spells at the paladin levels listed


World's Genesis/Epilogue Oath
Paladins who swear the Oath of World's Genesis/Epilogue dedicate themselves to Owari, the God of Endings and Beginnings. Owari represents the eternal cycle of creation, destruction, and rebirth; The Aspect of The World itself. These paladins understand that for new beginnings to flourish, there must be an end to what came before. They see themselves as agents of this cycle, bringing about necessary endings to pave the way for fresh starts. - Carsus, Cleric of Knowledge & Order   3rd Level Features
Lay on Thy Beginning
Your Lay on Hands feature change, you can touch a creature, object, or structure that is damaged or decayed. The target regains hit points equal to d4s per point you expend of your lay on hands. For example, when you expend 3 points of lay on hands the creature regains 3d4 hit points instead of 3.   This features healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).   Channel Divinity: Endless Cycle
As an action, you can invoke the endless cycle of creation and destruction. Choose a point within 30 feet of you. All non-magical objects and structures within a 20-foot radius sphere of that point are destroyed, and a burst of Bright light is released. Hostile creatures within the area must make a Constitution saving throw or become vulnerable to the next damage they take.   Channel Divinity: Rebirth's Grace
As an action, you can invoke the grace of Owari to grant rebirth to a fallen creature. Choose a creature within 30 feet of you that has died within the last minute. Channeling your divine energy, you infuse the creature's body with the essence of renewal. The target creature returns to life with hit points equal to half of its maximum hit points (rounded down). This ability has no effect on undead or constructs. Additionally, the revived creature gains temporary hit points equal to your Charisma modifier.   7th Level Feature
Aura of Cycles
Beginning at 7th level, your presence influences the flow of beginnings and endings within your aura. When a creature starts its turn within 10 feet of you, you can choose one of the following effects:  
  • Embrace thy Beginning: The creature feels a surge of vitality as the essence of renewal washes over them. They gain maximum dice on the next instance of healing they receive before the start of their next turn.
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  • Embrace thy Ending: The creature feels the weight of finality upon them, causing their wounds to resist closure. Until the start of their next turn, the creature cannot regain hit points by any means, magical or mundane.
  At 18th level, the range of this aura increases to 30 feet.   15th Level Feature
Catalyst of The World
Starting at 15th level, you can call upon the Divine power of Owari to catalyze significant transitions in the world around you. As an action, you can choose to invoke either the Beginning or the End, affecting yourself and creatures of your choice within 300 feet of you. Roll a d100. If the result is equal to or lower than your paladin level, your chosen effect occurs.  
  • Beginning: You channel the energies of renewal, ushering in a profound beginning for yourself and your allies. All chosen creatures are immediately restored to their maximum hit points, and they gain the benefits of a short rest, including the recovery of expended hit dice and class features that recharge on a short rest.
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  • End: You beckon the forces of finality, marking a decisive end for yourself and your foes. All chosen creatures feel the weight of impending closure, suffering a loss of vitality. They lose half of their current hit points (rounded down), and each affected creature gains a number of levels of exhaustion equal to 1d6.
  If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   20th Level Feature
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World's Genesis/Epilogue Oath Spells

You gain oath spells at the paladin levels listed



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