Paladin
A paladin is a holy knight in Dungeons & Dragons (D&D), a character class that combines martial combat with divine spellcasting to smite evil and heal allies. Paladins gain their power from a sacred oath, which they must adhere to, and are characterized by their conviction, heavy armor, weapons, and strong sense of justice. Key abilities include healing wounds and a signature "Divine Smite" ability to add extra damage to a weapon attack.
Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
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Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Novice
Skills
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Proficiency in saving throws Wisdom +2 and Charisma +2
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Proficiency in Athletics +2 and Persuasion +2
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Proficiency in Light/Medium/Heavy Armor, Shields
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Proficiency in Simple & Martial Weapons.
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Health increase of 10 per rank.
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Spellcasting Ability: Charisma
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Spells:
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3 spell slots 1st level​
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Lay on Hands:
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As an action, you can restore a total number of hit points equal to your charisma modifier × 5. This replenishes when you take a long rest.​
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Fighting styles:
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You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
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Defence: +1 AC when wearing armour.
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Great Weapon Fighting: When using a two handed weapon, you gain a +1 to damage rolls and +1 to dice sides.
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Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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Adept
Skills
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Divine Smite:
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When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 3d8.
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Aura of Protection:
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You can grant all creatures in a 2 tile radius a bonus to the saving throws equal to +2. This lasts until long rest and can only be used once per long rest.
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Spells:​
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4 spell slots 1st level​​
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2 spell slots 2nd level​
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Extra Attack:​
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You can attack twice, instead of once, whenever you take the Attack action on your turn.​
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​​Improved Lay on Hands:
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You can use Lay on Hands twice per long rest.
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Expert
Skills
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Aura of Courage:
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You can clear the frightened status of all creatures within 2 tiles. You can use this once per long rest.
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​Weapon Divinity:
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Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.You can use this feature once per long rest.
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Spells:​
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4 spell slots 1st level​​
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3 spell slots 2nd level​
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2 spell slots 3st level​
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Additional Skills: Athletics and Persuasion increase by another +2 points. (Total of +4)​
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Enhanced Lay on Hands:
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You can now restore a total number of hit points equal to your charisma modifier × 7
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Specialist
Skills
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​Cleansing Touch:
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You can use your action to cleanse yourself of the poisoned status.
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Improved Aura of Protection:
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Your Aura of Protection bonus increases to +3.​
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Champion's Resolve:
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Once per long rest, when you would be reduced to 0 hit points, you can choose to drop to 1 hit point instead.​
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Spells:​
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4 spell slots 1st level​​
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3 spell slots 2nd level​
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3 spell slots 3st level​
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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.
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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.
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Tenets of Conquest:
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Douse the Flame of Hope.
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It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
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Rule with an Iron Fist.
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Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
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Strength Above All.
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You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
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Novice
Skills
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Conquering Presence:
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As an action, you can force each creature of your choice within 6 tiles of you to make a Wisdom saving throw against your spell DC. On a failed save, a creature becomes frightened of you for three turns or until harmed. You can use this feature once per long rest.
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Adept
Skills
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Aura of Conquest:
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Any creature within two tiles and must make a wisdom saving throw against your spell DC or take 1d6 psychic damage has its speed reduced to 0 for one turn.
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Expert
Skills
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Scornful Rebuke:
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When a creature hits you with an attack, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier. You can use this feature once per long rest.
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Improved Aura of Conquest:
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The psychic damage from your Aura of Conquest increases to 1d8.
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Specialist
Skills
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Invincible Conqueror:
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As an action, you can gain the following benefits for five rounds:
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You have resistance to all mundane damage(slashing, piercing, blunt).
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Your weapon attack gains a bonus of +2 to attack and damage.
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Once you use this feature, you can't use it again until you finish a long rest.
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Oath of Glory

Novice
Skills
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Peerless Athlete:
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​You gain a bonus to Athletics and Acrobatics checks of +2. (Ahtletics being at +6)
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Adept
Skills
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Aura of Alacrity:
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You and friendly creatures within 2 tiles of you gain +2 to initiative rolls. This can be used before initiative is rolled.
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Expert
Skills
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Inspiring Smite:
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Immediately after you deal damage with your Divine Smite, you can heal yourself or a creature of your choice for 2d8 + your Charisma modifier.
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Improved Peerless Athlete:
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Your Athletics and Acrobatics increase by a further +2 points. (Athletics being at +8 and Acrobatics +4)
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Specialist
Skills
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Glorious Defense:
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As a reaction, you can grant a creature you can see within 2 tiles of you a bonus to its AC equal to your Charisma modifier against that attack. You can use this feature once per long rest.
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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.
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Tenets of Glory:
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Actions over Words.
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Strive to be known by glorious deeds, not words.
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Challenges Are but Tests.
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Face hardships with courage, and encourage your allies to face them with you.
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Hone the Body.
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Like raw stone, your body must be worked so its potential can be realized.
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Discipline the Soul.
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You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
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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.​​
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Tenets of Devotion
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Honesty.
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Don't lie or cheat. Let your word be your promise.
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Courage.
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Never fear to act, though caution is wise.
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Compassion.
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Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
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Honor.
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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.​
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Duty.
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Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
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Novice
Skills
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​Sacred Weapon:
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As an action, you can imbue one weapon that you are holding with positive energy. Till the end of combat, you add your Charisma modifier to attack rolls made with that weapon, and the weapon emits bright light. You can use this feature once per long rest.
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Adept
Skills
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​Aura of Devotion:
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As an action, you can clear the charmed status of those around you in 2 tiles. This can be used once per long rest.
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Expert
Skills
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Purity of Spirit:
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​You gain resistance to necrotic damage.
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Enhanced Sacred Weapon:
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When you use Sacred Weapon, the bonus increases to charisma modifier + 2.
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Specialist
Skills
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​Holy Nimbus:
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As an action, you can emanate an aura of sunlight. Whenever an enemy creature starts its turn within six tiles of you, as a reaction you can make the creature take 10 radiant damage. In addition, you have a +4 bonus on saving throws. This last for five rounds. Once you use this feature, you can't use it again until you finish a long rest.
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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.
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Tenets of Vengeance:
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
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Fight the Greater Evil.
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Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
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No Mercy for the Wicked.
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Ordinary foes might win my mercy, but my sworn enemies do not.
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By Any Means Necessary.
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My qualms can't get in the way of exterminating my foes.
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Restitution.
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If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
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Novice
Skills
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​Abjure Enemy:
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As an action, you choose one creature within 12 tiles of you that you can see and channel the holy wrath of your deity. That creature must make a Wisdom saving throw against your spell DC. On a failed save, the creature takes 2d8 necrotic damage + your charisma modifier. You can use this feature once per long rest.
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Adept
Skills
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​Relentless Avenger:
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When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn't provoke opportunity attacks.
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Expert
Skills
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Soul of Vengeance:
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When a creature is hit by your attack of opportunity, you can use this ability to deal an additional 1d8 + your charisma modifier necrotic damage to them.
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Improved Abjure Enemy:
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You can use Abjure Enemy twice per long rest.
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Specialist
Skills
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Avenging Angel:
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As an action, you can assume the form of an angelic avenger. For fice turns, you gain the following benefits:
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You sprout spectral wings and gain a flight.
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At the start of every round as a reaction, choose an enemy within six tiles, the creature must make a Wisdom saving throw against your spell DC or become frightened of you for the rest of its turn or until it takes any damage.
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Once you use this feature, you can't use it again until you finish a long rest.
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