Paladin

Paladins within the lands of Narenfel are holy warriors serving either of the Powers or one of the five Dominions. Unlike the Tashi, who are tasked with expounding upon their God’s agenda, shepherding followers, and adding new members to the ranks of the faithful, paladins are martial instruments of their god’s might, agenda, and ethics.

Paladins for each Power and Dominion are uniquely different, from their focus, to their armor, to their specific god-given talents, and yet are similar in many respects. They are rarely called “paladins” except in formal Cahesdrist writings or bardic songs, and are instead referred to by their allegiance-specific title which derive from their connection and mission from their god.

PALADINS OF THE POWERS

CRIMSON
Crimsons are paladins of Sheysun, dedicating their lives to being paragons of goodness and the eradication of  undeath, evil and darkness. Their title comes from the color of the rising dawn, a symbol of renewed strength and light, and the color of life-sustaining blood. While tashi of Sheysun are renowned healers, Crimsons are warriors, actively seeking out evil and dispatching it.

Crimsons are most common in areas that are commonly troubled by undead or demonic troubles. Many Crimson orders operate in the north — particularly in Regimantis, Thell and Dair where incursions by Vrshod’s undead legions are rampant. Although the frigid, blizzard-like conditions of the Frost Rush and Northern Necron are fearsome deterrents, forays into the north to suss out the lich queen Vrshod’s stronghold are common rites of passage for paladins of Sheysun. Sadly, Vrshod’s lair has thus far evaded detection, and the dead have not imparted from whence  they have come.

One area where few Crimsons maintain a presence is within the national boundaries of Bramm, where Ashblack worship is the national religion. Despite feastwraiths and undead openly operating in towns and cities, most citizens tend to shun adherents of Sheysun, particularly Crimsons (who are easily identifiable, and are like to start trouble.)

Crimsons prefer to wield two-handed swords in homage to Sheysun (who is always pictured wielding one). They wear a crimson tabard with the Hilt and Halo, over golden, white, or silver armor, which they keep polished to a mirror shine. (In addition to visually reinforcing that they are a shining paragon of goodness, this serves a secondary purpose as well — undead that cast no reflection in mirrors can be quickly identified by observing the Crimsons armor.)

Required Alignment: Lawful Good
Sacred Light: When you are in dim light or darkness, you may choose to have your body give off a radiant light equal to that of bright torchlight.
Feastshield: You are immune to level-draining abilities of undead, and are resistant to poison damage.

DARKFANG
Darkfangs are instruments of Ashblack, and as such, they bring fear, dread and swift passage to the Endfeast to those who stand against their lord and master. Instantly recognizable by the gravewick vapors that waft darkly from their armor, they are protectors of feastwraiths, undead, tashis and other Chosen of Asheblack.

While they have a dark reputation, they are not random, blood-thirsty killers, though they are merciless and brutal in achieving the agendas of church and state (in that order). Anything less than full commitment to their current goal is considered a dereliction of duty, and they have a reputation for complete dedication and absolute focus.

Most Dark Fangs favor dual-wielded “dai’kah”, sickle-bladed weapons with an enclosed hand-guard. These hand-guards are usually made of bone, and over the course of the Dark Fang’s carreer, they are carved with images of the Dark Fang’s exploits in service to his God. The dai’kah are worn on the Darkfang’s back, each hand-guard sticking up over the warrior’s shoulder. These are often referred to as “fangs”, even moreso since they (like all weapons wielded by the paladin) are poisonous.

Darkfangs are little concerned with materialistic goods since such things are worthless in the halls of Normooren at the Endfeast. As such, Darkfangs rarely work for coin, and if they do acquire such, tend to give it away — often to orphanages in Bramm, many of which the Temple of Ashblack sponsors.

The Temple of Ashblack has a special relationship with the Crown of Bramm, and Darkfangs are often deployed on “black op” directives by writ of the King, the grand vizier, or one of the princes or princesses. Most such directives often involve assassination of opponents (internal or external), or the acquisition or recovery of information or objects.

Darkfangs prefer black or dark green enameled armor, with close-faced helms.

Required alignment: Lawful Evil
Gravewick vapor: Any armor worn by the Darkfang immediately gains a shadowy essence like wisps of black smoke rising from a candle. In addition to being a fearful sight to those who see the Darkfang coming, those within 5 feet of the vapor do not regenerate, nor do they heal from potions or healing spells.
Dual Fang: Darkfangs are trained to specifically dual wield their dai’kah (but not other weapons.)
Venom of the Grave: While being wielded by a paladin of Ashblack, any melee weapon is considered poison, and damage from that weapon is considered poison damage, in addition to any other types.

PALADINS OF THE DOMINIONS

Unlike Crimson or Darkfangs which are good or evil (since they serve the Powers of Sheysun or Ashblack), paladins that serve the Dominions are unbound by alignment. Since every Dominion serves both Powers, their followers are fixated on the Dominion’s agenda — and realize that being individually good, evil, or neutral is irrelevant so long as the Dominion’s will is done. Thus, a paladin of Noonshadow may find himself working alongside the Golden Order of the Dragon one day, and interacting with a coven of feast wraiths the next. Paladins of the Dominions are not neutral — they simply prioritize the needs of their god over their personal ethics. While this would be unusual to those from another plane of existence, it is the accepted social norm in the lands of Narenfel.

SON OF EBONREED

Sons of Ebonreed are paladins of Ambyrlee, and exist to enforce the cycle of vitality, growth, withering and decay that is necessary for sustained creation. They are referred to as “Sons” (for example, “Son Garethdrin”), even if they are female. Sons derive their name from Ambyrlee’s celestial demense of Ebonreed — an idyllic wild of perpetual creation and recreation.

On the whole, Ambyrlee is little concerned with the affairs of men; kings, queens, power plays and acquisition of land or power are utterly meaningless to her as well as to her paladins. Instead, the Sons of Ebonreed are dispatch ed to “stage” an area for its next stop in the cycle of vitality. This might mean cleansing an area of an infestation of pests or creatures, or destroying a stronghold so that the Dominion might create a new forest in the area.

Unlike the other Dominions, Ambyrlee communicates openly and often with her paladins and her Chosen, often through visions, prayers, dreams, or flashes of communion. Her desires are clearly articulated to her paladins, although mortal minds might not always understand the necessity of her dictates or the underlying reasons for the next step in the creation process.

Because Ambyrlee hates all things that exist outside the natural order, the Sons of Ebonreed have a long-standing hatred of lycanthropes, and strive to eliminate them. Lycanthropes and all manner of shape changers are hunted and killed on sight, as a favor to all other races and the will of Ambyrlee.

Sons of Ebonreed wear white cloaks over white or green armor, often ornamented with elements of silver.

Required Alignment: Any Lawful
Silvertouch: While being wielded by a paladin of Ambyrlee, any melee weapon’s edge is transmuted to silver, damaging lyncathropes or other shapeshifters affected by such.
Ebonsight: You can see the true form of living creatures, including shapechangers, polymorphed creatures, or creatures cloaked in illusion.

PATHKNIGHT
Pathknights are paladins of Farbelz, and as such, hold true to her main tenet: “The best path is the next one.”

They embrace their patron’s portfolio of spontaneity, luck, passion and discovery — adventurers in the truest and most literal sense. Pathknights hold that all beings should live lives of passion, experiencing the unknown and embracing the unknown. Like Farbelz, Pathknights are filled with an unbridled zest for life, and are known to be equal parts fearless, mercurial and inquisitive.

As a group, Pathknights are known for their adventurousness, and the will of their Dominon tends to put them in the vanguard of new endeavors and developing opportunities across the lands. They have a reputation for being borderline reckless, taking chances even when discretion would suggest a more cautious approach.

Pathknights are known for their flair and eccentricity when it comes to their armor and weapons, and while quality and craftsmanship are critical to their success as a warrior, they embrace a more iconoclastic idea of fashion, color and style. Because of their love of the unknown (and their willingness to take risks), they are commonly accompanied by bards, earning them the nickname “Bard Wardens”.

Many pathknights are female, perhaps inspired by Farbelz herself, or perhaps because that’s just how things panned out. Such is the nature of luck.

Required Alignment: Any Lawful
Fortune’s Favor: When you roll for initiative, add your paladin level to the total.
Luckstrike: If you roll a 1 on your damage roll, you may reroll. You must keep the second result, even if it is a 1.

SIGIL LORD

Sigil Lords are devotees of Noonshadow, Dominion of Magic. This devotion is viewed by many as either blessing or curse, depending on the country in which the Sigil Lord resides. Paladins of Noonshadow are charged with maintaining a balance in magic, dealing with problematic aftershadows or festering nodes, and educating non-Academy spell casters with the ethics of magic.

It is worthy of note that only a small portion of mortals have the ability, wherewithal or training to cast magic; and the ethics of such things are only important to an even smaller subset of those.  “Magic,” a Sigil Lord might say, “follows laws of consequence and action. For every spell that is cast, a consequence visits the land in the form of an aftershadow, manifesting itself according to the order of the Tetramatrix and the power of the mage.” Such philosophy tends to cause Sigil Lords to remain aloof, abstract, ineffable.

When they are not speaking on the nature of magic, they work with the Temple of Noonshadow, or the Academy of Mystics. In particular, the Academy uses the Sigil Lords to hunt down those who would steal (or sell) their orh-lodes, or who chronically create nova nodes (or dead zones) from overuse of magic.

Many Sigil Lords also find themselves on the front lines of hunting down or slaying Shadari, or those who would unlock the secrets of Shadari magic. It is worth noting that Shadari magic is illegal in all countries, and on this one thing, even the most virulent of enemies can usually agree. Like their tashi brothers, Sigil Lords are not welcome in Regimatis (where all magic is outlawed), but elsewhere, they are treated with respect and deference.

Sigil Lords are known for (and easily identified by) their sigil blades, bastard swords with blades and pommels covered in patterns of glowing glyphs, carried on a back half-scabbard, allowing their symbols to be seen to all. These swords act as arcane focuses for the Sigil Lords, and through them they cast the magic imparted by Noonshadow.

Required Alignment: Any Lawful
Noonshadow’s Boon: You gain a bonus to all saving throws made against spells equal to your proficiency modifer.

GRAYMARK
A Graymark is a harbinger of fate and prophecy, an enigmatic paladin who drifts from locale to locale, driven by the whispers of his god to command and reveal to those whose path have come under the watchful eye of Norharu. 

Graymarks are quiet, foreboding heralds, and the most ascetic of paladins. Because of their heritage and interest in fate, many Graymarks are Omenari. They are not exactly feared, but neither do they put those around them at ease. Both the good and evil of the land know that Norharu has been tasked by the Powers with the secrets of destiny, and that he and his servants care little about what is considered important to a person or organization. Graymarks care only about destiny and the path (or paths) that takes a person there.

Unlike their tashi brothers who tend to lead more fixed lives at or near temples who are called upon to perform auguries for those seeking guidance, Graymarks are sent forth by the Dominion, directed to find an individual (or group of individuals), and see to it that they embark on the path that has been chosen for them. This may come as a surprise to the individual, or it may be a path that the individual has actively avoided. Regardless, it is the Graymark’s duty to ensure that the individual follows the path that has been directed for them. This may require active “encouragement”, protection, or force, depending on the situation.

Norharu speaks to his Chosen only in whispers, though his will is made clear in their minds. To those who are not his Chosen, he sends the etchings of fate, scrawled upon the armor of his paladin by his own stony hand. These etchings appear upon the Graymark’s armor, scrawled deeply in the metal, glowing with ghostly translucence. Once the message is delivered to its intended recipient, the etchings recede, leaving the armor once more in pristine condition. To this end, Graymarks wear plain and practical suits of armor, without color or embellishment, so that they may open themselves up to be the canvas and communique of their god’s messages.

Once the paladin chooses his Sacred Oath, his eyes become milky white, and he begins to receive fate etchings from Norharu. Most fate etchings are short and direct, may appear in any language or symbology, and are clearly targeted to a single individual who is keenly aware that the message is a personal missive from the god to him or her. Most are a command, a reassurance to a mortal that the destiny the Graymark is expected to help deliver is ordained.

Required Alignment: Any Lawful
Everwatchful: If an enemy would do sneak attack damage to you, it deals non-sneak attack damage only.
Everwakeful: You are immune to sleep spells, and require only 2 hours of sleep for a long rest.

HAMMER OF THRON
Like their patron Dominion, Hammers of Thron are devotees of battle. Only when the body is engaged at the edge of its limits can true enlightenment be received.

In terms of sheer discipline and battle fury, there are few who can match them, and Hammers of Thron believe it is their duty to take the fight to the enemy during combat. While tactics may be a necessary part of war, Hammers of Thron believe that the direct path of battle is the most pure, and therefore, the most holy.

Unlike other paladins, many Hammers of Thron are not Chosen right away. Rather, Thron prefers to claim his champions from those who have proven themselves in combat. Thus, many Hammers of Thron started as adventuring fighters, guards, soldiers or other combat-driven professions. Only then did they hear Thron’s horn and seek to join his followers.

Hammers of Thron are found throughout the lands of Narenfel, and they openly lend their support to crowns, organizations or adventuring groups — provided there is ample and sustained opportunity for combat. As Thron serves both Sheysun and Ashblack in both holy crusades and grim genocide, Hammers of Thron hone their martial prowess for whatever task the Dominion requires of them, whichever side that needs be.

As a result, few Hammers of Thron live to a ripe old age — but in truth, even fewer wish to.

Hammers of Thron prefer black or red armor, ornamented with spikes on pauldrons and dragon-horned helmets. If available, many opt for dragon scale, in homage to Fistrellenax “the Worldburner”, Thron’s loyal dragon steed.

Required Alignment: Any Lawful
Hit Dice: Unlike other paladins, Hammers of Thron start with 12 HP + their Constitution modifier, and each level they advance, they gain 1d12 Hit Points.
Weapons and Armor: Hammers of Thron have slightly different weapon and armor proficiency than other paladins. They are proficient with all armor types, but do not use shields and are not proficient with them. They are proficient with all two-handed martial weapons.
Spell Slots: Hammers of Thron do not cast spells as other paladins (neither normal paladin spells mor oath spells), though they retain their spell slot progression. Smites are still powered by using spell slots, and used spell slots still refresh in the same way after usage and rest. However, as a reaction, you can use any spell slot that you currently have available to gain an immediate bonus to a single attack roll equal to the spell slot level, OR to add an additional number of d8s of damage equal to the spell slot level used. For example, you may use a second level spell slot to give your attack a +2 (you may choose to do this after the die is rolled), or to add 2d8 to the damage that you would deal to a foe (this can be done after determining whether the hit is successful, and determining how normal damage would be done). No components are needed for this ability, but you do need to call upon Thron to “aid your strike” or “hammer my foe”.
Invoke Thron: All Hammer of Thron are able to use their Channel Divinity as part of their attack action to ask yes/no question of their god (prayers are answered through combat). This must be done before the dice are rolled. On a successful hit, the answer is revealed; on a miss, Thron is silent. On a natural 20, the DM may choose to restore the Hammer’s use of Channel Divinity (viable for later before the next long rest) or provide additional information to the supplicant Hammer.

PALADIN ORGANIZATIONS
While paladins do the work of their Dominion or Power, many also belong to larger organizations dedicated to purposes that mesh with their patron’s own agendas.

The Righteous Order of the Gold Dragon
An organization formed to combat evil, even though it is often criticized as narrow-minded and overly zealous. (No followers of Ashblack). Not everyone is a Paladin, but there are many Paladins in the order, from different Oaths.

The United Crimson Front (UCF)
An organization dedicated to the eradication of undead, and especially to the force of Vrshod the Snow-Witch and the Eternal Armies of the North.

Sacred Oath
Once a paladin reaches 3rd level, they take their place as a true servant of the Power or Dominion they serve, and choose one of the Sacred Oaths based on the Power or Dominion they follow.

Paladin Title     Sacred Oath

Crimson              Devotion, Redemption

Darkfang             Crown, Conquest

Graymark           Ascetic, Redemption

Hammer of Thron         Crown, Vengeance

Pathknight         Discovery, Devotion

Sigil Lord             Crown, Magic

Son of Ebonreed            Ancients, Vengeance

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.

Aftershadow Dampening

Channeled divinity effects and oath spells and do not add to your aftershadow score, nor do they add to the magnitude of an existing node.

ALLEGIANCE POWERS

Once you swear your Sacred Oath at 3rd level, your Power or Dominion embues you with additional allegiance powers and abilities. You receive additional allegiance powers as you gain paladin levels. These abilities are listed at the end of the section.

Sacred Oaths

For covenience, the following is a complete list of all Sacred Oaths. This adjusted list, based on a

compiliation from the Players Handbook, Xanthar’s Guide, Sword Coast, and other sources (along with a new Oath, the Oath of Magic) supercede any of those sources.

Oath of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of goodness and vitality above 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.

Oath of the Ancients Spells

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.

Oath of the Ascetic

The Oath of the Ascetic is a rejection of possessions and material wealth, positing such things lead only to temptation and corruption of the spirit. Ascetics live simply, embracing their poverty to better understand themselves and their devotion to their god. As noble and virtuous as other paladins, they strive to be examples to others, to live unimpeachable lives and devote themselves to helping others. Ascetics wear simple and unadorned armor, if they bother with it. When not fighting, they don simple clothing, looking like the commoners they fight to protect.

The Oath of the Ascetic liberates the paladin from temptations and encourages humility and virtue. It has four basic tenets:

Humility: Be humble in all dealings with others. All are equal in the eyes of the gods.

Charity: Keep only what you need to survive and give all excess to those in need.

Temperance: Your body is a temple, so treat it as such. Eat and drink only what is needed to sustain.

Courage: Do what must be done with enthusiasm and zeal, but have the wisdom to know when such action would be futile.

Oath of the Ascetic Spells

Level     Spells

3rd          mage armor, purify food and drink

5th          lesser restoration, warding bond

9th          create food and water, mass healing word

13th       aura of purity, freedom of movement

17th       greater restoration, mass cure wounds

Channel Divinity

When you swear this oath at 3rd level, you gain the following two Channel Divinity options

Armor of Faith: As an action, you can surround yourself in an invisible field of force using your Channel Divinity. For 1 minute, you add your Charisma modifier to your Armor Class and to all saving throws (minimum +1). In addition, you gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1 temporary hit point). The temporary hit points remain until lost or you use this Channel Divinity option again. If you fall unconscious, this effect ends.

Blessings of Courage: You can use your Channel Divinity to bestow a blessing onto an ally. As an action, one creature within 30 feet of you gains temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1 temporary hit point). While the creature has these temporary hit points, it has advantage on saving throws made to resist being frightened.

Aura of Sacrifice

Starting at 7th level, your selfless nature manifests as a palpable aura that protects people around you. Whenever a creature within 10 feet of you takes damage, you can choose to take some or all of that damage on behalf of that creature. At 18th level, the range of this aura increases to 30 ft.

Temple of Flesh

Beginning at 15th level, you become as a living temple.

You cannot be physically scarred by any means. You are immune to petrification, poison, and any effect that would change your form. You no longer need to eat or drink, though you can do so if you wish. Finally, you appear to be at the prime of your life and do not physically age, though you still die when your time is up.

Embodiment of Virtue

At 20th level, you achieve a state of physical perfection that exemplifies the best qualities of your race. You permanently gain 20 hit points and when you spend a Hit Die to regain hit points, you always regain the maximum number of hit points. In addition, whenever you would make a saving throw using an ability other than Charisma, you can make a Charisma saving throw instead.

Oath of the Crown

The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built. Paladins who swear this oath are often members of an order of knighthood or an organization in service to a nation or a sovereign (such as the Order of the Golden Dragon), and undergo their oath as part of their admission to the order’s ranks.

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 of the Crown Spells

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.

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 who opposed their patron’s agenda.

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 of Conquest Spells

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.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. These paladins hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. 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 of Devotion Spells

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.

Oath of Discovery

Many paladins find that questing for knowledge is one of the noblest pursuits, and as a result, devote their lives to the task of discovery. A paladin that has taken this oath leaves no stone unturned and considers no secret to be truly forbidden.

Knowledge Above All: Your life is nothing compared to the world’s memories.

Responsibility: Any great evils or changes caused by your quests are yours to fix.

Thoroughness: An unturned stone is as vile as an enemy that destroys knowledge.

Trailblaze: Exploration is the most revered path to glory.

Uncover Mystery: Forbidden knowledge is only information privy to those worthy of knowing it.

Oath of Discovery Spells

Level     Spells

3rd          comprehend languages, identify

5th          augury, see invisibility

9th          clairvoyance, tongues

13th       arcane eye, divination

17th       legend lore, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Discern Weakness. As an action, you can learn the resistances, immunities, abilities, and attacks of any creature of a Challenge Rating equal to your level + 2. You must be able to see or hear the target and the full breadth of what you learn is at the discretion of the GM (particularly obscure monsters may reveal very little).

Spirit of Discovery. As an action, you gain advantage on and double your proficiency to a check made to gather information or for any ability check you make that uses Arcana, History, Insight, Investigation, Nature, or Religion.

Aura of Mindfulness

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to psychic damage and advantage on one type of mental saving throw while you are conscious. You choose what type of saving throw (Intelligence, Wisdom, or Charisma) each time you finish a short or long rest. At 18th level, the range of this aura increases to 30 feet.

Resolute Mind

Beginning at 15th level, you are immune to the charmed condition, immediately receive a saving throw with advantage to when you see an illusion to see through it (without having to spend an action to assess it). In addition, your mind cannot be altered by magic (such as modify memory).

Perfect Mind

At 20th level, your aura of mindfulness grants immunity to psychic damage and protects against two types of saving throws. In addition, you are able to use Channel Divinity to cast find the path or true seeing without the need for material components.

Oath of Magic

The Oath of Magic binds a paladin to weigh the use of magic by spell casters everywhere, judging its results, its aftershadows, and the creation of nodes, novas, or dead zones. Those who are deemed to have misused such power are dealt with as necessary, often through reports to local magistrates or the Academy of Mystics, but more severely as needed to maintain proper magical balance. Whenever possible, paladins of this oath do what they can to dampen aftershadows, or cleanse areas that have been warped by the reactionary effects of the Tetramatrix. Those who hold this oath share these tenets:

Balance and the Bigger Picture. The Tetramatrix is a fragile construct. Magic, though powerful should be weighed based on its current need and what aftershadow it could produce.

Academic Responsibility. Spellcasting is not simply an ability, learned or otherwise. It affects the wider world, perhaps even other realms of existence. A keen mind should be a component of every spell.

Oath of Magic Spells

Level     Spells

3rd          detect magic, identify

5th          branding smite, detect thoughts

9th          beacon of hope, counterspell

13th       arcane eye, elemental bane

17th       greater restoration, legend lore

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Still Concentration. As an action, you may use your Channel Divinity to attempt to break a target’s concentration that they are holding on a spell. If the spell they are holding is a Common Magic spell (Cantrips or 1st-2nd Level Spells), the concentration is immediately broken. If it is a High Magic or Magic Arcane spell (Level 3+) make an ability check using your spell casting ability. The DC equals 10 + the spell’s level. On a success, the target’s concentration is broken and the spell immediately ends.

Divine Dampening. As an action, you may use your Channel Divinity to dampen an existing node by a number of magnitudes equal to your Paladin level, or reducing a target’s aftershadow score by a number of points equal to your Paladin level.

ENHANCED NODE

Starting at 7th Level, you and friendly creatures within 10 feet of you may cast Common Magic spells (Cantrips or 1st-2nd Level Spells) without creating or adding to a node. At 18th level, this increases to High Magic spells (3rd to 7th Levels spells) as well, up to a range of 30 feet.

Armor of Efferlect

Beginning at 15th level, Noonshadow extends the power of Efferlect to protect your very essence. You do not suffer disadvantage on rolls after a node goes nova. Additionally you are resistant to your choice of arcane, radiant or necrotic damage.

Restore Balance

At 20th level, you may channel Channel Divinity to completely dampen a node back to it original state, or reduce the Aftershadow to 1 for a number of targets up to your proficiency bonus.

Oath of Redemption

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.

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.

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 of Redemption Spells

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.

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 – purity is not as important as delivering justice.

The tenets of the Oath of Vengeance 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 of Vengeance Spells

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.

Allegiance Powers

Here are a listing of the powers associated with your paladin allegiance.

CRIMSON

Valshalem’s Call: At 4th level and again at 8th level, 12th, 16th and 20th level, when you can increase an ability score, you may instead opt to gain an additional use of your Channel Divinity or Lay On Hands before needing a long rest.

Surge Against Undead: Starting at 5th level, when you are faced with undead threats, you may push yourself beyond your normal limits. On your turn, you may take one additional action. Once you use this feature, you must finish a long or short rest before you can use it again.

Bane of Undead: Starting at 9th level, all attacks you make against undead are made at advantage. At 13th level, all attacks made against you by undead are made at disadvantage.

Darkfang

Undead Healer: Staring at 2nd level, your Lay On Hands ability can also heal undead.

Shroud of Normooren: Starting at 9th level, you may use your action and Channel Divinity to shroud the area in a 30 ft. radius around you in an otherworldly, magical darkness channeled from the Halls of Noormooren. Within the darkness:

• No light sources will operate

• No concentration spells may be maintained

• All spells cast from within the darkness add an additional point of magnitude to any existing nodes (in addition to their normal increase), and immediately trigger an aftershadow save for the node to nova

• The Darkfang heals 1d8 points for each round that he stays within the darkness.

The shroud lasts a number of rounds equal to your Paladin level.

Immunity to Poison: Starting at 13th level, you are immune to all poison damage or effects, from weapons, natural attacks, traps, or spells.

Son of Ebonreed

The Dance of Scimitars: Starting at 3rd level, so long as you are wielding a scimitar, you may use your bonus action to make an additional attack with it.

Shapechanger Surge: Starting at 5th level, when you are faced with lycanthropes or other shapechanger threats in combat, you may push yourself beyond your normal limits. On your turn, you may take one additional action. Once you use this feature, you must finish a long or short rest before you can use it again.

Adjust Terrain: Staring at 9th level, as an instrument of Ambyrlee, you are able to create, adjust or manipulate the battlefield. You may use your actions and Channel Divinity to do one of the following things (or potential others with the DM’s approval):

• Move a barrier such as a hedgerow, tree, stone wall or small pool up to 20 ft.

• Cause the earth to crack and open up to 15 ft. across

• Cause a small mound of earth and stone to rise up from the ground to a height of 15ft.

• Cause flammable materials to catch fire or douse the flames of a normal fire

Pathknight

Lead By Example: Starting at 4th level, if you roll a natural 20 on an attack, save or check, you may give a party member a d6 inspiration die. A party member may have no more than one inspiration die (from a single character or multiple characters) at a time.

Embrace Your Passions: At 9th level, when a friendly character within 100 feet of the Pathknight rolls an inspiration die (from yourself, another bard, another pathknight, or as part of a DM reward), add +2 to the total.

Aura of Luck: At 17th level, all friendly characters within a 10’ radius of you gain advantage on all saving throws and checks. This increases to 30’ range at 20th level.

Sigil Lord

The Sigil Blade: At 3rd level, once the Sigil Lord has sworn his Oath, he is bestowed his sigil blade by the Temple of Noonshadow in a special ceremony. The sigil blade is a glowing, rune-encrusted sword (longsword or bastard sword), and his symbol of might and consequence. Once the weapon is forged and presented to the Sigil Lord, it must be named and recorded in the Book of Sigils, the record of all such weapons dedicated to Noonshadow. Only then will it be attuned to him.

Sigil Lords use their sigil blade as a divine focus for casting their spells — no components are required. Indeed, once the Sigil Lord becomes attuned to his blade, he can no longer cast spells without it. Each sigil blade includes an orh-lode in its pommel which dampens some aftershadow effects. While casting spells through his blade, cantrip and common magic spells do not generate aftershadow effects nor add to the magnitude of a node. High magic spells add only a single point of magnitude to a node and the caster’s personal aftershadow score (as opposed to two).

If the named Sigil Blade is lost or destroyed, the Sigil Lord can no longer cast spells until he visits a temple of Noonshadow and has a new blade prepared and ordained. The newly ordained blade may not be named with the same name as the previous blade.

Divine Recovery: At 9th level, much like a wizard’s Arcane Recovery ability, Sigil Lords may recover some of their spell casting ability after prayer and meditation. Once per day after finishing a short rest, you can choose to recover expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your paladin level (rounded up).

Graymark

Ever Vigilant: Starting at 4th level, the Graymark no longer needs short rests. Should he wish to expend a hit die to regain hit points, he simply announces that he does so, expends a hit die, and is immediately rejuvenated. At 9th level, he need only rest for an hour to gain the benefit of a long rest.

Petrifying gaze: At 17th level, the Graymark gains the ability to use his action and channel divinity to turn his milky eyes on an opponent, and turn them to stone unless they make a successful Fortitude save. The DC is the Paladin’s level. The effect is permanent, though it can be reversed at will by the Graymark.

Hammer of Thron

Bellekhordian Cleave: Starting at 4th level, each time you reduce a creature to 0 hit points with a strength based melee attack during your main action, you may your bonus action to attack another creature, provided it is within 10’ of your character.

Fury of Fistrellenax: Starting at 9th level, you may use your action and you Channel Divinity to make a whirlwind attack against all targets within 10’. Roll to hit each target individually with advantage. Each successful hit does full damage. You are unable to make additional attacks during your action or bonus action when you use the Fury of Fistrellenax.

Reckless Frenzy: Starting at 17th level, you may spend your action and Channel Divinity to inspire a number of willing friendly targets equal to your proficiency bonus with the ability to attack recklessly on their next round. If they choose to make their first melee weapon attack roll recklessly (without any care for their own defense), they may attack with advantage. However, all attack rolls made against them until their next turn are also made at advantage. Once you have given targets this inspiration, if they opt not to attack recklessly on their first attack, the ability is lost.