Paladin

Class Features

Level Proficiency Bonus Features Cantrips Known Spells Known
1st +2 2 2
2nd +2 2 3
3rd +2 2 4
4th +2 Ability Score Improvement 3 5
5th +3 3 6
6th +3 3 7
7th +3 3 8
8th +3 Ability Score Improvement 3 9
9th +4 3 10
10th +4 4 10
11th +4 4 11
12th +4 Ability Score Improvement 4 11
13th +5 4 12
14th +5 4 12
15th +5 4 13
16th +5 Ability Score Improvement 4 13
17th +6 4 14
18th +6 4 14
19th +6 Ability Score Improvement 4 15
20th +6 4 15
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd 2 - - - -
3rd 3 - - - -
4th 3 - - - -
5th 4 2 - - -
6th 4 2 - - -
7th 4 3 - - -
8th 4 3 - - -
9th 4 3 2 - -
10th 4 3 2 - -
11th 4 3 3 - -
12th 4 3 3 - -
13th 4 3 3 1 -
14th 4 3 3 1 -
15th 4 3 3 2 -
16th 4 3 3 2 -
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Subclasses

Oath Source
Ancients Player's Handbook
Conquest Xanathar's Guide to Everything
Crown Sword Coast Adventurer's Guide
Devotion Player's Handbook
Glory Mythic Odysseys of Theros
Tasha's Cauldron of Everything
Redemption Xanathar's Guide to Everything
Vengeance Player's Handbook
Watchers Tasha's Cauldron of Everything
Oathbreaker Dungeon Master’s Guide

Oath of the Hearth

There are always opposing forces to fight. When a new villain emerges in the world, there are those that fight for their beliefs to fend it off. Paladins are the first and most outspoken line of defense against these forces, and swear an oath to uphold their deepest core beliefs in doing so. The oaths they swear vary in scope and severity, but all paladins believe that their path is the one true answer.

Some oaths focus on peace, whereas others believe in outright combat superiority. There will always be new causes and methods to uphold justice, and with them will be the virtuous paladins who bravely follow them.

OATH OF THE HEARTH

The Oath of the Hearth originates from the city of the same name, whose tragic downfall has been all but lost to history over centuries. These paladins swore an oath to protect this tropical, sunlit city in the name of their celestial guardians. Until the end, they fulfilled their oaths. You may swear this oath because you have an age-old connection to the city through your bloodline, or may have established a connection to the city’s principles through stories or interaction with a related celestial being. Regardless of your reasons for taking it, those that swear this oath adorn their armor with symbols of community, fire, and the sun to reflect their commitment to the city and the lives that were led there.

Tenets of the Hearth

The tenets of the Oath of the Hearth are linked directly to the once-flourishing city of the oath’s origin. The culture was vibrant and open, and thrived under the tropical sun in the Elsath Jungle. They were supportive of children’s imagination and new ideas, and as a community would rush to foster good creativity. With new ideas came progress and prosperity, and with each new generation, the future always looked brighter. The core principles of this oath are devoted to supporting the weak, developing community, and destroying the evils that would seek to harm them.

  • Shield the Embers. Protect those that can’t defend themselves. Every ember is a fount of possibility and strength.
  • Feed the Fire. Keep the fires of passion burning. New ideas light the way to progress and salvation.
  • Share the Warmth. Offer guidance and kindness to those that need it. Respite and rest are always free to give.
  • Burn Away Evil. Turn those that would harm the innocent or douse the peoples’ flames to ash.

Oath of the Hearth Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd burning hands, find familiar
5th aid, continuous flame
9th beacon of hope, daylight
13th fire shield, guardian of faith
17th flame strike, telepathic bond

Channel Divinity

3rd-level Oath of the Hearth Feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Burning Weapon. As a bonus action, you can ignite one weapon that you’re holding with fiery energy using your Channel Divinity. For 1 minute, you deal extra fire damage with that weapon equal to your Charisma modifier (minimum 1). The weapon also emits bright light in a 20-foot radius and dim light for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn (no action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Warming Respite. Your Channel Divinity can enhance the healing powers of a good rest. When you or any friendly creatures who can see you finish a short rest, you can use your Channel Divinity to grant each of those creatures a number of temporary hit points equal to your paladin level.

Aura of Warmth

7th-level Oath of the Hearth Feature
Starting at 7th level, you and friendly creatures within 10  feet of you have resistance to cold and fire damage while  you are conscious.

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

Insulating Ward

15th-level Oath of the Hearth Feature
Beginning at 15th level, whenever you expend a spell slot, you and friendly creatures within your Aura of Warmth gain a number of temporary hit points equal to the spell slot’s level + your Charisma modifier.

Burning Spirit

20th-level Oath of the Hearth Feature
At 20th level, as an action, you can magically ignite yourself to embody your fiery soul for 1 minute. These flames are harmless to you and cast bright light in a 40-foot radius and dim light for an additional 40 feet. The flames invigorate you, giving you 10 temporary hit points at the start of each of your turns. While in this form, you become more lithe and fluid in your movements, increasing your speed by 10 feet and allowing you to move through and enter a hostile creature’s space and stop there. Hostile creatures are hurt by these flames as punishment for their transgressions. A hostile creature takes fire damage equal to twice your Charisma modifier (minimum of 1) whenever it touches you, hits you with a melee attack, or whenever you enter its space for the first time on your turn. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Harvest

The Oath of the Harvest attracts paladins who wish to nourish and heal the world. Often found on aid missions to war-torn lands, such paladins resort to harm only as a means of preventing further suffering. Paladins who swear this oath are more likely than not to heal, feed, and nurture a wounded foe, provided the defeated creature gives its word of honour that it will cease its nefarious activities. They are no fools, however. Typically versed in religion and medicine, these paladins are unlikely to believe the word of creatures inherently inclined to lie, or those that have previously broken their word.

Tenets of the Harvest

The tenets of the Oath of the Harvest inspire their followers to seek out potential harm and quell it before it blossoms.

  • Share Your Meal. Your powers are a gift to be shared; if someone is in need, you must use your power to meet those needs. To eat your fill while another goes hungry is selfish.
  • Nurture Over Cure. Act in the greatest interest of the many. Find ways to prevent harm before it must be healed.
  • Permit Prosperity. Whether in matters of love, politics, or war, always give your antagonist the opportunity to change and redeem themselves before casting a fatal judgment. A good meal can serve as the backdrop to such events.

Oath Tools

3rd-level Oath of the Harvest feature
Always keen to fortify others with flavourful food, you’ve spent hours slicing, dicing, and cooking. You gain proficiency with cook’s utensils.

Oath Spells

3rd-level Oath of the Harvest feature
You gain the oath spells at the paladin levels listed in the Oath of the Harvest Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd heroism, purify food and drink
5th prayer of healing, warding bond
9th beacon of hope, create food and water
13th death ward, resilient sphere
17th greater restoration, mass cure wounds

Channel Divinity

3rd-level Oath of the Harvest feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Vow of Sustenance. As a bonus action, you can place a ward around one creature you can see within 60 feet of you. When you use this bonus action, and at the start of each of its turns for the next minute, the creature gains temporary hit points equal to twice your Charisma modifier (minimum 2).

Share Vitality. As a bonus action, you can take any amount of necrotic damage up to your current number of hit points, which can’t be reduced in any way. Up to four creatures you can see within 30 feet of you regain hit points equal to half the necrotic damage taken.

Aura of Rejuvenation

7th-level Oath of the Harvest feature
You emanate an aura that increases the potency of magical healing and hearty meals. Whenever a creature of your choice within 10 feet of you regains hit points from a spell, potion, magical effect, or food, it regains an additional 1d6 hit points.

When a creature rolls one or more Hit Dice to regain hit points during a short rest, it regains 1 additional hit point for each Hit Dice expended in this way, so long as it spends the majority of the short rest within 10 feet of you.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Host of Heroes

15th-level Oath of the Harvest feature
Over the course of an hour (which can be done during a short rest), you can magically augment a meal (mundane or magical) for you and up to nine other creatures, using 25 gp of rare spices and 25 gp of diamond dust. Once consumed, a creature that partakes of the feast gains the following benefits for the next 8 hours:

  • The creature has advantage on Constitution saving throws.
  • The creature has resistance to poison damage.
  • The creature is immune to the frightened condition.
  • The creature gains 2d10 temporary hit points.

After you use this feature, you can’t do so again until you finish a long rest.

Avatar of Nourishment

20th-level Oath of the Harvest feature
As a bonus action, you become a wellspring of lifeforce, gaining the following benefits for the next minute:

  • At the start of each of your turns, each creature of your choice within 30 feet of you (including you) regains hit points equal to your Charisma modifier (minimum 1) and gains temporary hit points equal to your Charisma modifier (minimum of 1).
  • As bonus action, you can cast the revivify spell without having it prepared and without expending a spell slot (material components are still required).
  • Whenever a creature within 30 feet of you takes damage, you can use your reaction to grant the creature resistance to that damage.

After you use this feature, you can’t do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Spelldrinker

#TheGriffonsSaddlebag_BookTwo
Paladin - Oath of the Spelldrinker.webp
Paladins are zealous warriors given might by their cause. Some swear oaths to rid the world of certain creatures or to be a champion of peace, whereas others exist simply to restore a sense of balance in the world as they see fit. Most paladins are good, although some of the strongest and most feared have turned to work in support of evil instead. Regardless of their virtues, it is this unwavering conviction among paladins that serves as the source of their strength: a commitment to righteousness, or at least their version of it, that fuels their every decision.

There are countless paladins across the multiverse, many of whose views are at odds with the next one’s. What creature or cause has wronged you, or is so important to you that it drives you headlong into the forces that oppose you? These beliefs will impact the oaths and paths you take to in order to uphold them.

The Oath of the Spelldrinker is devoted to ridding the world of renegade mages, such as liches or the occult, in order to protect the helpless from the forces of evil magic. The paladins who swear this oath believe in maintaining the balance of power between the ordinary and the extraordinary, including themselves. These paladins are resourceful and quick to remember their own mortality and privilege, often choosing to pursue mundane solutions before magical ones. Despite their caution, these wardens of balance are exemplary arcanists who can feel the weave of magic in the world as keenly as some of the finest sorcerers.

TENETS OF THE SPELLDRINKER

The tenets of the Oath of the Spelldrinker were written and passed down by cautious guardians set to rid the world of evil mages. They emphasize balance within oneself through the following tenets:
Be the Sword. Be a stalwart champion of fairness and equality among all. The sword doesn’t cheat fate: it dances with it.
Be the Shield. Defend the innocent against the forces of rampant magic. The shield is patient and unwavering in the face of the unknown.
Be the Spell. Use your power to provide balance and guidance. The spell can lead to prosperity as easily as it can to ruin: you must always choose the righteous path.

OATH SPELLS

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd bane, detect magic
5th arcanist’s magic aura, hold person
9th dispel magic, slow
13th dimension door, resilient sphere
17th dominate person, scrying

CHANNEL DIVINITY

3rd-level Spelldrinker feature
When you take this oath at 3rd level, you gain the follow ing two Channel Divinity options.
Absorb Magic. You can refute certain spells and use them to nourish yourself. Using your Channel Divinity, you can interrupt a creature you can see within 30 feet of you casting a spell. You can use a reaction when you see a creature within range casting a spell to present your holy symbol and interrupt it. The spell fails and has no effect if it is of a level no higher than 1 + your paladin level divided by 3 (rounded up), to a maximum of 6th-level spells. When it does, you gain a number of temporary hit points equal to your Charisma modifier, plus 5 times the spell’s level.
Expeditious Command. You can use your Channel Divinity to issue a word of power and release a wave of invigorating energy from your holy symbol. As a bonus action, choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum one creature). Until the start of your next turn, the chosen creatures can use a bonus action to take either Dash or Disengage action. As part of using your Channel Divinity in this way, you can also take either the Dash or Disengage action.

BONUS PROFICIENCY

3rd-level Spelldrinker feature
Starting at 3rd level, you gain proficiency in the Arcana skill.

AURA OF DISRUPTION

7th-level Spelldrinker feature
Beginning at 7th level, the arcane energy that hangs around you is volatile to enemy spellcasters. Whenever a hostile creature ends its turn within 10 feet of you while concentrating on a spell, it must succeed on a Constitution saving throw against your paladin spell save DC or lose concentration on the spell. In addition, you and friendly creatures within 10 feet of you can’t be perceived through magical scrying sensors.
At 18th level, the range of this aura increases to 30 feet.

ARMORED FOCUS

15th-level Spelldrinker feature
Starting at 15th level, while you are concentrating on a paladin spell, your concentration can’t be broken as a result of taking damage.

ARCANE CONDUIT

20th-level Spelldrinker feature
At 20th level, as an action, you can emanate a field of crackling magic in a 30-foot radius. For 1 minute, you gain the following benefits:

  • You have resistance to damage from spells and have advantage on saving throws against spells.
  • Whenever a creature hits you with a melee attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) as magical energy lashes out at them.
  • When you expend a spell slot of 1st level or higher, friendly creatures in the field regain a number of hit points equal to your Charisma modifier (minimum of 1), while hostile ones take force damage equal to the same amount instead.
    Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Yojimbo

#RyokosGuideToTheYokaiRealms
Paladin - Oath of the Yojimbo.webp
Yojimbo are sworn to protect those to whom they dedicate their service, be it an individual, a group, or an entire nation. Though Yojimbo typically pledge their allegiance to a charge and accompany them until death, a defenceless soul might find the raking claws of a dodomeki halted inches from their face by the serendipitous intervention of a wandering Yojimbo paladin. These roaming saviours traverse the realms on an unrelenting quest to shield those who can’t protect themselves. Despite being in high demand—unshakeable loyalty is a coveted virtue—Yojimbo rarely pledge themselves to the wealthy or powerful. It’s said that a true Yojimbo has the value of ten sellswords in battle, and ten thousand sellswords in spirit.

Tenets of the Yojimbo
The tenets of the Oath of the Yojimbo are unflinchingly resolute. They do not change or vary, no matter whom a paladin pledges to protect.

Protection
Be a shield to those who lack a shield of their own. Be the weapon that meets the blade of those who would slaughter the weaponless.

Strength
Grow strong, for the sake of those who cannot. To shelter the vulnerable, one must have the power to hold back the storm.

Inspiration
Nurture the weak. Do not merely preserve the vulnerable; raise them up to be strong, so they might, in turn, protect others.

Self-Sacrifice
Wager everything for the safety of those who cannot fight. Nothing less is acceptable in the defence against tyranny.

Oath Spells
3rd-Level Oath of the Yojimbo Feature
You gain oath spells at the paladin levels listed in the Oath of the Yojimbo Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Yojimbo Spells
| Paladin Level | Spells |
|:--------------|:-------|
| 3rd | heroism, sanctuary |
| 5th | earthskin, warding bond |
| 9th | spirit guardians, switcheroo |
| 13th | death ward, steelskin |
| 17th | Bakuryō’s blessèd blizzard, wall of force |
*See Chapter 13 - Spells

Channel Divinity
3rd-Level Oath of the Yojimbo Feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Holy Ward
You can use your Channel Divinity to perform a 1-minute divine ritual of protection, dedicating yourself to the service of a willing creature that stays within 30 feet of you during the entire ritual. The target becomes your ward for the next 24 hours, until you use this feature again, or until it dies. For the duration, your ward is immune to the frightened condition while you are conscious and within 60 feet of it. In addition, when your ward hits an enemy you can see with a weapon attack while within 60 feet of you, you can use a reaction and expend one spell slot to cause the attack to deal extra radiant 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.

Guardian’s Intervention
As a reaction, you can use your Channel Divinity to reduce the damage dealt by an attack to a creature you can see within 30 feet of you. When you do so, the damage the creature takes is reduced by a number of d10s equal to half your paladin level. If this feature reduces that damage to 0, the creature you protected can immediately use its reaction to make one weapon attack against the creature that attacked it.

Daring Protector
7th-Level Oath of the Yojimbo Feature
Your divine power flows out from you. When an ally within 10 feet of you becomes the target of a melee attack, you can use your reaction to move up to your speed towards the attacker. If you end your movement within 5 feet of the attacker, you force it to target you with the attack instead. At 18th level, the range of this feature increases from 10 feet to 30 feet.

True Guardian
15th-Level Oath of the Yojimbo Feature
You are a master at providing aid in battle. You can take the Help action or use your Lay on Hands feature as a bonus action. In addition, when you take the Help action, the creature you helped can add your Charisma modifier (minimum of +1) to the next attack roll or ability check it makes within the next minute.

Ultimate Protector
20th-Level Oath of the Yojimbo Feature
You can harness extraordinary defensive power to protect those around you. As an action, you become an avatar of protection, gaining the following benefits for 1 minute or until you are incapacitated:

  • Creatures of your choice other than yourself that are within 10 feet of you have a +3 bonus to AC.
  • If the creature you have designated as your ward with Holy Ward falls to 0 hit points while within 60 feet of you, you can use your reaction to cause it to fall to 1 hit point instead.
  • Your melee weapon attacks deal an extra 2d8 radiant damage while your ward is within 60 feet of you.
  • You can use Guardian’s Intervention without expending a use of your Channel Divinity.
    Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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