Paladin

In the annals of Faerun’s history, the Paladin stands as a beacon of unwavering resolve, embodying the virtues of righteousness, justice, and divine grace in a world shrouded in darkness. Born from the crucible of tumultuous ages, Paladins emerge as stalwart defenders of the innocent, champions of the oppressed, and fervent protectors of the realms they call home.

Origins and Divine Calling

Paladins trace their lineage back to the earliest days of Faerun, when the land was young and the gods walked among mortals. Inspired by the deeds of legendary heroes and the teachings of divine beings, these noble warriors devote their lives to the service of higher ideals. Whether sworn to the service of a righteous deity, a noble cause, or an unbreakable ideal, Paladins draw strength from their unwavering dedication to their chosen path.

The Paladin’s Code

At the heart of every Paladin lies their sacred oath—a solemn vow that binds them to a code of conduct as immutable as the stone upon which the world is built. Through their actions, Paladins seek to embody the virtues they hold dear, inspiring hope in the hearts of those they protect and striking fear into the hearts of those who would dare to oppose them.

The Eternal Struggle Against Darkness

In the shadowed realms of Faerun, where darkness threatens to engulf the land in eternal night, Paladins stand as bastions of light and hope. From the depths of ancient ruins to the heights of towering citadels, they confront the forces of evil with unwavering courage and unyielding resolve. Though the challenges they face may be great and the dangers they confront may be dire, Paladins remain steadfast in their commitment to uphold the light of truth and justice.

Champions of the Divine

Blessed with divine favor and imbued with sacred power, Paladins wield their holy might against the forces of darkness with righteous fury. Through the strength of their convictions and the purity of their hearts, they banish evil from the land and bring hope to those who dwell in despair. Whether standing alone against the darkness or leading armies into battle, Paladins embody the highest ideals of heroism and virtue.

In the Lunar Age

As Faerun stands at the precipice of a new era, Paladins continue to walk the path of righteousness, their valor and virtue serving as a beacon of hope in a world ravaged by darkness. Though the challenges they face may be great and the road they tread may be fraught with peril, Paladins stand resolute in their commitment to uphold the light of truth and justice, for as long as even a single candle burns, the darkness can never truly reign supreme.

Spell Slots per Spell Level
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath, Harness Divine Power3
4th+2Ability Score Improvement, Martial Versatility3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement, Martial Versatility43
9th+4432
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement, Martial Versatility433
13th+54331
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement, Martial Versatility4332
17th+643331
18th+6Aura improvements43331
19th+6Ability Score Improvement, Martial Versatility43332
20th+6Sacred Oath feature43332

Class Features

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since 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 = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Starting at 2nd level, when you hit a creature with a melee or ranged weapon attack, you can choose to expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. This ability can also be utilized to apply the bonus damage to an attack aimed at incapacitating, rather than killing, an enemy, making the attack non-lethal. The extra damage dealt is 2d8 for a 1st-level spell slot, plus an additional 1d8 for each spell level higher than 1st, up to a maximum of 5d8. If the target of your attack is an undead or a fiend, the bonus damage increases by an additional 1d8, to a maximum of 6d8.
By 3rd level, the divine magic flowing through you makes you immune to disease.
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
By the time you reach 11th level, your being is imbued with such potent divine strength that each of your weapon strikes, whether melee or ranged, carries the weight of divine power. With every weapon attack, you now deal an extra 1d8 radiant damage. This additional damage is also available to augment attacks intended to incapacitate, rather than kill, an enemy, ensuring the attack remains non-lethal.
Starting at 14th level, you can use your action to expend 10points from the pool of healing from Lay on Hands to end one spell on yourself or one willing creature that you touch.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

The Oath of the Ancients is as old as 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.
Source: Player’s Handbook

Tenets of the Ancients

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.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
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 ideals or philosophies of war and well-ordered might.
Source: Player’s Handbook

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person

Channel Divinity

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

Aura of Conquest

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

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, 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 1 minute:
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Source: Sword Coast Adventurer’s Guide

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless. Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

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

Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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.
Source: Player’s Handbook

Tenets of Devotion

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.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity

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

Aura of Devotion

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

Purity of Spirit

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

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.
The Oath of the Jailer is the path of those paladins who wish to guard the veil between life and death. Paladins who swear this oath are ritualistically bound to a sanctified reliquary able to contain the souls of creatures in the form of spectral energies. They believe that those who were forced onto the path of darkness have a chance at redemption, while others who chose it willingly must be imprisoned for the safety of the living.
Source: Adapted from Ervan’s Guide to Death & Beyond

Tenets of the Jailer

The tenets of the Oath of the Jailer serve as a moral guideline for a paladin to navigate the realm between life and undeath.
  • Containment. Be the bulwark that separates the guilty from the innocent; capture and contain dangerous threats before they harm the living.
  • Redemption. Exercise stern resolve, shepherding lost souls toward a state of eternal peace.
  • Vigilance. Remain ever vigilant, for you serve as both lock and key against the ceaseless horrors that defy the natural order.
  • Sanctity. Uphold the rites and rituals that strengthen the barriers between life and death, preserving the balance.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Detect Evil and Good, Command
5th Hold Person, Zone of Truth
9th Banishing Ward, Speak with Death
13th Banishment, Death Ward
17th Dispel Evil and Good, Raise Dead

Reliquary of the Jailer

3rd-Level Oath of the Jailer Feature You learn how to create and control a unique sacred artifact known as the Reliquary of the Jailer. This reliquary serves as both your holy symbol and your spellcasting focus.

Creating the Reliquary

To create your reliquary, you must undergo a 24-hour sanctification process. The reliquary can take various forms, such as an iron sarcophagus, a skull-shaped urn, or a flesh-bound tome, each etched with sigils of binding. The reliquary is immune to spells and effects that would alter its form or disturb the souls contained within.
  • At your mental command, which requires no action, the reliquary can hover in an empty space within 5 feet of you and follow you, allowing for ease of access during spellcasting and freeing your hands for combat.
If your reliquary is lost or destroyed, you can forge a new one through a consecrated ritual, following the same process and material requirements.

Reliquary of the Jailer

The Reliquary of the Jailer is not just a tool, but a sacred artifact steeped in lore and mystery. Each reliquary is a testament to the solemn oath taken by a paladin of the Jailer, embodying their unyielding commitment to binding and containing malevolent forces.

Manifestations of the Reliquary

  • The physical form of the reliquary is as varied as the paladins who wield them. Some choose iron sarcophagi, their surfaces etched with ancient sigils, oozing a dark fluid that symbolizes the containment of evil. Others may select a skull-shaped urn, carved from bone and obsidian, with gold-rimmed eye sockets that emit a faint glow—a haunting reminder of the souls imprisoned within. There are those who prefer a more scholarly approach, opting for a flesh-bound tome, its pages inscribed with holy water and ash. These intricate sigils are not mere decorations but powerful symbols that bind the Undead entities within, preventing them from wreaking havoc.

Sacred Rituals and Consecration

The creation of a reliquary is a sacred ritual, requiring not only rare materials but also a deep spiritual connection between the paladin and their artifact. The 24-hour sanctification process is a time of meditation, prayer, and bonding, during which the paladin imbues the reliquary with their will and purpose.

Symbolism and Utility

More than a mere container, the reliquary represents the eternal struggle between light and darkness, order and chaos. It serves as a constant reminder of the paladin’s duty to protect the world from the shadows that lurk within and beyond. The ability of the reliquary to hover and follow its master is a practical enhancement, ensuring that the paladin is always ready for both spellcasting and combat, their hands unencumbered by the weight of their sacred duty. In the hands of an Oath of the Jailer paladin, the reliquary is a powerful ally, a guardian of sacred oaths, and a vessel of eternal vigilance.

Channel Divinity

3rd-Level Oath of the Jailer Feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
  • Reliquary Seal. As an action, you present your reliquary and target a creature within 5 feet of you. The creature must either be willing or have been reduced to 0 hit points within the last minute. The creature’s Challenge Rating (CR) must also not exceed one-third of your level. For example, at 3rd level, you can target a creature with a CR of 1 or lower. If the creature is unwilling and has fewer than one-quarter of its hit points, it must make a Wisdom saving throw against your paladin spell save DC. On a failed save, the creature is magically transported and sealed inside your reliquary. A willing creature or one that has been reduced to 0 hit points automatically fails their saving throw. While confined, the  creature is incapacitated, its speed is 0, and it cannot be targeted or affected by any spells or effects from outside the reliquary other than yours. Your reliquary can contain a number of creatures equal to your proficiency bonus. Sealed creatures remain imprisoned until released by you as a bonus action, until a condition specified in another feature is met, or after a number of days equal to your paladin level. When released in this manner, the creature dissipates into the afterlife.
  • Reliquary Resonance. As a bonus action, you draw upon the essence of the creatures sealed in your reliquary. Choose one or more non-Spellcasting traits tied to the essence of an undead creature of the same or less CR as that of the imprisoned creatures (for example, a zombie’s Undead Fortitude, a ghast’s Stench, or a specter’s Incorporeal Movement). Consult your GM to decide which traits can be chosen. You assume these traits for 1 minute, and may benefit from a number of simultaneous traits up to your Charisma modifier (minimum 1).

Channel Essence

3rd-Level Oath of the Jailer Feature You have the ability to channel the essence of a soul trapped within your reliquary, harnessing its residual power to bolster your actions. As a bonus action, you can focus on your reliquary and channel this energy. The process grants you a surge of otherworldly power, manifesting as wispy, ethereal energy coursing over your body. While channeling, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Aura of Life and Death

7th-Level Oath of the Jailer Feature Starting at 7th level, you are shielded by an aura of life and death while you are not incapacitated. You and creatures within 10 feet of you are always considered slightly incorporeal from hostile creatures. A hostile creature without immunity to radiant damage within 10 feet of you has disadvantage on attack rolls while in the aura, and that creature takes radiant damage equal to half your paladin level if it begins its turn there. At 18th level, the range of this aura increases to 30 feet.

Soul Redeemer

15th-Level Oath of the Jailer Feature You can perform a 1-hour ritual to attempt the redemption of a single creature imprisoned in your reliquary. This ritual can be done during a short or long rest. Make a Charisma check against a DC equal to 8 + the creature’s CR (rounded up). On a success, the creature is transformed into a celestial spirit and departs for the afterlife. You gain a pool of d6s equal to the creature’s CR (minimum of 1) that expire when you finish a long rest. You can expend one or more of these dice to increase the effect of your healing or smiting spells or your paladin features that restore hit points.

Warden of the Veil

20th-Level Oath of the Jailer Feature You’ve become the ultimate arbitrator of the veil between life and death. You can open your reliquary as a bonus action, releasing the essence of the highest CR sealed creature in a burst of spectral energy in a 60-foot-radius sphere centered on yourself. Allies within the radius are healed for 2d10 + your Charisma modifier hit points, and enemy creatures take 2d10 + your Charisma modifier radiant damage. Additionally, enemy creatures must succeed on a Wisdom saving throw or be affected by a condition (at the GM’s discretion) based on the essence of the sealed creature (for example, frightened for a ghost or paralyzed for a ghoul) for 1 minute. If a creature doesn’t have a clear condition, the creatures are paralyzed for 1 minute on a failed save. A creature can repeat the saving throw at the end of its turn to end the effect on itself. Once you use this feature, you can’t do so again until you finish a long rest.
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
Source: Xanathar’s Guide to Everything

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke’s Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force

Channel Divinity

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

Aura of the Guardian

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you the following benefits.
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
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.
Source: Player’s Handbook

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. 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.

Oath Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Bane, Hunter’s Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Channel Divinity

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

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
See the Protectorate for this subclass.
See the Protectorate for this subclass.
Most of those who adventure under a sworn oath are bound by noble tenets, but not all of them pledge their lives in the service of a greater goal. Some are driven by greed, anger, and self-interest. The stubborn conviction of these wrathful individuals is so pervasive that they are bound—in some cases, even beyond the grave—to the selfish pursuit of their objectives. In some cases, their fixation makes them easy prey for more powerful minds, and those sworn to this type of oath are often found in the service of a powerful figure who can either steer their obsession or obtain binding oaths of subservience with the promise of a common goal.

TAKING THE OATH

By its very nature, the Oath Undying is far from noble and lends itself to characters of an undead or reborn nature. Those who assume the Oath Undying often do so after a traumatic death and their subsequent resurrection from beyond the grave. While a paladin may choose this Sacred Oath as normal, a paladin of at least 3rd level can replace an existing oath with the Oath Undying. The paladin replaces the features specific to any previously sworn oath with Oath Undying features, but retains all paladin class levels.

TENETS UNDYING

The tenets of the Oath Undying are self-serving and ignoble. Nothing matters more to those sworn to this oath than their own selves, or those to whom they owe their rebirth. The cries of the suffering and the innocent do not reach their ears; only their own continued existence and pursuit of darker goals hold sway over them. Mercy and sacrifice are unknown concepts, replaced by hatred, spite, and loathing.
  • No Mercy. Those who stand between you and your goals will not be given the opportunity to do so again.
  • By Any Means Necessary. Your qualms can’t get in the way of exterminating your foes.
  • Look Out for Number One. No one else’s life is worth your own.

OATH SPELLS

You gain oath spells at the paladin levels listed in the Oath Undying Spells table. See the Sacred Oath class  feature for how oath spells work.
Paladin Level Spells
3rd cloak of fear, shield
5th pass without trace, ray of enfeeblement
9th banishing ward, feign death
13th banishment, death ward
17th Aiden’s ghostly shroud, antilife shell

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Ferryman’s Touch. You can use your Lay on Hands feature to heal yourself by draining the life from another creature. Make an unarmed strike against a living creature. On a hit, you can restore a number of hit points to yourself, up to the maximum amount remaining in your Lay on Hands pool. If you do so, the attack does not deal damage, but the creature must make a Constitution saving throw with a DC equal to your spell save DC. On a failed save, the creature takes necrotic damage equal to the amount of hit points you restored to yourself. On a successful save, the creature takes half as much damage. Using this option uses all remaining points in your Lay on Hands pool.
  • Refuse the Grave. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

TERMINAL AURA

Starting at 7th level, your bond with the realm of death begins to suffuse the area around you. When you make a melee attack, you can change the damage type of that attack to necrotic. In addition, when any friendly creature within 10 feet of you makes a melee attack, it can change the damage type of that attack to necrotic.

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

REAPER’S GRASP

At 15th level, your refusal to succumb to the finality of death’s grasp allows you to extend its clammy grip to others. You learn the chill touch cantrip, which doesn’t count against the number of spells you know. You can cast chill touch a number of times equal to your Charisma modifier (minimum of once) between long rests.

DEATHGATE

Upon reaching 20th level, you are able to bypass defenses and escape threats by stepping though the void between Faerun and Unfaerun, momentarily disappearing before reappearing nearby. The cloying stench of death surrounds you upon your return, assailing the senses of the unprepared. For 1 minute, as a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Until the start of your next turn, you have advantage on melee attack rolls, and living creatures within 5 feet of you have disadvantage on attack rolls against you. Once you use this feature, you can’t use it again until you finish a long rest.

Restrictions

  • Faith. A paladin must be a follower of any faith tradition other than:
    • Free Soul, Old Covens, or the Old Pagan Cults

As a paladin, you gain the following class features.

Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, one exotic weapon or shield
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins, (b) any simple melee weapon, or (c) oneexotic weapon with which you are proficient
  • Hauberk and a holy symbol

Multiclassing and the Paladin

  • Ability Score Minimum: As a multiclass character, you must have a Strength and Charisma score of at least 13 to take a level in this class or to take a level in another class if you are already a paladin.
  • Proficiencies. If paladin isn’t your initial class, you gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons when you gain your first level as a paladin.
  • Spell Slots. Add half your levels in the paladin class to the appropriate levels from other classes to determine your available spell slots.