Base Class: Paladin
You call upon the servants of Yahweh, those who can create chaos out of peace and peace out of chaos. You become something of an enforcer amongst the people and your path lays before you in the sand.
Oath Of Angels Tenets
Health: The preservation of life is founded by the wellbeing of a creature and in addition to conditioning your body, mind, and spirit, you eat healthily, abstain from alcohol, and encourage others around you to do the same.
Oppose Evil: Evil cannot be allowed to exist under any circumstances. If you cannot end it now, you must do so at the earliest opportunity, and evil is never your ally.
Penance: To maintain your purity, any evil acts or latency of the other tenets must be expunged from your soul through suffering.
Purity: Attaining the essence of an angel can allow for no tainting of the soul and any deviation from the principles of the Angelic Oath must be purged. The same is true for those to whom you’ve rendered aid.
Self-Sacrifice: Angels know that they are but gears in the machinations of benign divinity; you accept that to preserve the life of another with your own is a virtuous way to die.
Oath Spells
You gain the Oath Spells at Paladin levels as listed. You may choose one of these paths to follow.
Path of Gabriel - Destruction
3rd level - Burning Hands, Guiding Bolt
5th level - Flame Blade, Moon Beam
9th level - Call Lightning, Fireball
13th level - Ice Storm, Wall of Fire
17th level - Flame Strike, Insect Plague
Path of Uriel - Protection
3rd level - Feather Fall, Mage Armor
5th level - Gust of Wind, Protection from Poison
9th level - Counterspell, Protection from Energy
13th level - Death Ward, Stoneskin
17th level - Hallow, Teleportation Circle
Path of Michael - Knowledge
3rd level - Identify, Command
5th level - Animal Messenger, Detect Thoughts
9th level - Tongues, Speak with Dead
13th level - Polymorph, Greater Invisibility
17th level - Dominate Person, Scrying
Path of Raphael - Healing
3rd level - Cure Wounds, False Life
5th level - Calm Emotions, Prayer of Healing
9th level - Beacon of Hope, Mass Healing Word
13th level - Private Sanctum, Faithful Hound
17th level - Greater Restoration, Reincarnate
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. (You may only choose one path here)
Path of Gabriel -
Searing Divinity - When you hit a creature with a melee attack you can expend one of your Channel Divinity slots to deal an extra 3d10 fire damage.
Hellfire Divinity - You can use your Channel Divinity to create a shield of blue fire around you or whoever you spend your Channel Divinity on, this shield grants no AC. Once attacked by a creature the shield will go off, dealing 4d8 fire damage to anyone within 5 feet of you or the person you spent it on except you or the person you spent it on. Anything those who are within 5 feet of you are wearing will catch on fire dealing 1d8 fire damage per round they have not extinguished it.
Path of Uriel -
Shielding Divinity - You can use your Channel Divinity to create a shield around you or whoever you spend your Channel Divinity on. This shield grants +2 AC to whoever you expend the Channel Divinity on and lasts for 1 hour.
Protecting Divinity - When you hit a creature with a melee attack you can expend a Channel Divinity slot to impose disadvantage on the target's next turns.
Path of Raphael -
Healing Divinity - When a creature hits you or an ally with a melee attack (and damage has not yet been calculated) you can use a Channel Divinity slot to negate the damage, if the creature rolled the attack with disadvantage, this ability will negate all damage and heal you = to half the damage it would have dealt.
Barbed Divinity - When a creature hits you or an ally with a physical attack, you can use a Channel Divinity slot to cause the attack to deal the damage it did back onto the attacker.
Path of Michael -
Tactical Divinity - Before or after combat starts, you can expend a Channel Divinity slot to gain knowledge of all enemies' locations, max hit points, and vulnerabilities for 1 hour.
Assessing Divinity - By expending a Channel Divinity you know the true race, name, class, and alignment of all creatures within 60 feet of you.
Winged Aura
At 7th level you sprout Angelic or Demonic wings from your torso, each gain a special ability. You also gain a flying speed equal to your base walking speed which cannot increase by magical or physical means. (You do not have to follow your previous path). These do not work if you are unconscious. Using an action, you may sprout or retract your wings once per long rest
Gabriel - Destruction
Your wings sprout a holy flame emanating out 10 feet. Allies who are in this aura gain a 2d8 fire damage to their physical attacks.
At 18th level this aura increases to 30 feet and the damage increases to 4d8.
Uriel - Protection
Your wings sprout a cleansing flame emanating out 10 feet. Allies who are in this aura gain a +1 AC.
At 18th level this aura increases to 30 feet.
Raphael - Healing
Your wings sprout a submissive flame emanating out 10 feet. Allies who are in this aura cannot be taken down to 0 hit points instead they will fall unconscious.
At 18th level this aura increases to 30 feet.
Michael - Knowledge
Your wings sprout a whispering flame emanating out to 10 feet. Allies who are in this aura gain the ability to add their intelligence modifiers to their attack rolls.
At 18th level this aura increases to 30 feet.
Angelic Halo
At Level 15, An Angelic Gold Halo appears above your head that attunes you to the energies of the higher planes, making you able to protect or heal living creatures. You gain a number of charges equal to your proficiency bonus and regain all spent charges when you complete a long rest. You may spend a charge as a bonus action to create one of the following effects.
Angelic Touch: You or a living creature you touch regains hit points equal to 2d8 + your Charisma modifier. By expending an action and 2 charges you may increase the regained hit points by 1d8.
Guardian Angel: You create a shimmering, magical field around yourself or another living creature you can see within 60 feet. The target gains a +2 bonus to AC until the end of your next turn. By expending an action and 2 charges you may increase the bonus to AC to +4.
Eldritch Angels
At level 20 you gain the prowess of a true and powerful archangel. Choose your final path. These abilities can be used once per long rest.
Gabriel - Destruction
As an action you can become an agent of pure destruction. You gain the following benefits for 1 hour.
- You become a seething ball of flame. If an enemy starts their turn within 5 feet of you they take 5d8 fire damage.
- You have advantage on strength saving throws, as do you allies within 30 feet of you.
- Your physical attacks roll critical on a 19 instead of a 20
Uriel - Protection
As an action you can become an agent of holy protection. You gain the following benefits for 1 hour.
- Physical non-magical attacks made within 5 feet of you are rolled with disadvantage.
- Undead and Constructs are vulnerable to all your attacks, unless they already have resistances to your attacks.
- All of your physical attacks are counted as magical attacks.
Raphael - Healing
As an action you can become an agent of good healing. You gain the following benefits for 1 hour.
- You gain immunity to necrotic damage.
- Your health is doubled.
- You can add your cons mod to your attack rolls.
Michael - Knowledge
As an action you can become an agent of stuffed knowledge. You gain the following benefits for 1 hour.
- You gain immunity to psychic damage.
- Your intelligence modifier is added to your AC.
- You gain advantage on enemies who are within 5 feet of you.
Channel Divinity
Path of Gabriel -
Searing Divinity - When you hit a creature with a melee attack you can expend one of your Channel Divinity slots to deal an extra 3d10 fire damage.
Hellfire Divinity - You can use your Channel Divinity to create a shield of blue fire around you or whoever you spend your Channel Divinity on, this shield grants no AC. Once attacked by a creature the shield will go off, dealing 4d8 fire damage to anyone within 5 feet of you or the person you spent it on except you or the person you spent it on. Anything those who are within 5 feet of you are wearing will catch on fire dealing 1d8 fire damage per round they have not extinguished it.
Path of Uriel -
Shielding Divinity - You can use your Channel Divinity to create a shield around you or whoever you spend your Channel Divinity on. This shield grants +2 AC to whoever you expend the Channel Divinity on and lasts for 1 hour.
Protecting Divinity - When you hit a creature with a melee attack you can expend a Channel Divinity slot to impose disadvantage on the target's next turns.
Path of Raphael -
Healing Divinity - When a creature hits you or an ally with a melee attack (and damage has not yet been calculated) you can use a Channel Divinity slot to negate the damage, if the creature rolled the attack with disadvantage, this ability will negate all damage and heal you = to half the damage it would have dealt.
Barbed Divinity - When a creature hits you or an ally with a physical attack, you can use a Channel Divinity slot to cause the attack to deal the damage it did back onto the attacker.
Path of Michael -
Tactical Divinity - Before or after combat starts, you can expend a Channel Divinity slot to gain knowledge of all enemies' locations, max hit points, and vulnerabilities for 1 hour.
Assessing Divinity - By expending a Channel Divinity you know the true race, name, class, and alignment of all creatures within 60 feet of you.
Path of Gabriel
Searing Divinity - When you hit a creature with a melee attack you can expend one of your Channel Divinity slots to deal an extra 3d10 fire damage.
Hellfire Divinity - You can use your Channel Divinity to create a shield of blue fire around you or whoever you spend your Channel Divinity on, this shield grants no AC. Once attacked by a creature the shield will go off, dealing 4d8 fire damage to anyone within 5 feet of you or the person you spent it on except you or the person you spent it on. Anything those who are within 5 feet of you are wearing will catch on fire dealing 1d8 fire damage per round they have not extinguished it.
Path of Michael
Tactical Divinity - Before or after combat starts, you can expend a Channel Divinity slot to gain knowledge of all enemies' locations, max hit points, and vulnerabilities for 1 hour.
Assessing Divinity - By expending a Channel Divinity you know the true race, name, class, and alignment of all creatures within 60 feet of you.
Path of Raphael
Healing Divinity - When a creature hits you or an ally with a melee attack (and damage has not yet been calculated) you can use a Channel Divinity slot to negate the damage, if the creature rolled the attack with disadvantage, this ability will negate all damage and heal you = to half the damage it would have dealt.
Barbed Divinity - When a creature hits you or an ally with a physical attack, you can use a Channel Divinity slot to cause the attack to deal the damage it did back onto the attacker.
Path of Uriel
Shielding Divinity - You can use your Channel Divinity to create a shield around you or whoever you spend your Channel Divinity on. This shield grants +2 AC to whoever you expend the Channel Divinity on and lasts for 1 hour.
Protecting Divinity - When you hit a creature with a melee attack you can expend a Channel Divinity slot to impose disadvantage on the target's next turns.
Oath Spells
Path of Gabriel - Destruction
3rd level - Burning Hands, Guiding Bolt
5th level - Flame Blade, Moon Beam
9th level - Call Lightning, Fireball
13th level - Ice Storm, Wall of Fire
17th level - Flame Strike, Insect Plague
Path of Uriel - Protection
3rd level - Feather Fall, Mage Armor
5th level - Gust of Wind, Protection from Poison
9th level - Counterspell, Protection from Energy
13th level - Death Ward, Stoneskin
17th level - Hallow, Teleportation Circle
Path of Michael - Knowledge
3rd level - Identify, Command
5th level - Animal Messenger, Detect Thoughts
9th level - Tongues, Speak with Dead
13th level - Polymorph, Greater Invisibility
17th level - Dominate Person, Scrying
Path of Raphael - Healing
3rd level - Cure Wounds, False Life
5th level - Calm Emotions, Prayer of Healing
9th level - Beacon of Hope, Mass Healing Word
13th level - Private Sanctum, Faithful Hound
17th level - Greater Restoration, Reincarnate
Path of Gabriel - Destruction
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
Flame Blade, [Tooltip Not Found] |
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9th |
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13th |
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17th |
Path of Michael - Knowledge
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Path of Raphael - Healing
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
path of Uriel - Protection
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Winged Aura
Gabriel - Destruction
Your wings sprout a holy flame emanating out 10 feet. Allies who are in this aura gain a 2d8 fire damage to their physical attacks.
At 18th level this aura increases to 30 feet and the damage increases to 4d8.
Uriel - Protection
Your wings sprout a cleansing flame emanating out 10 feet. Allies who are in this aura gain a +1 AC.
At 18th level this aura increases to 30 feet.
Raphael - Healing
Your wings sprout a submissive flame emanating out 10 feet. Allies who are in this aura cannot be taken down to 0 hit points instead they will fall unconscious.
At 18th level this aura increases to 30 feet.
Michael - Knowledge
Your wings sprout a whispering flame emanating out to 10 feet. Allies who are in this aura gain the ability to add their intelligence modifiers to their attack rolls.
At 18th level this aura increases to 30 feet.
Winged Aura: Gabriel - Destruction
Your wings sprout a holy flame emanating out 10 feet. Allies who are in this aura gain a 2d8 fire damage to their physical attacks.
Winged Aura: Michael - Knowledge
Your wings sprout a whispering flame emanating out to 10 feet. Allies who are in this aura gain the ability to add their intelligence modifiers to their attack rolls.
Winged Aura: Raphael - Healing
Your wings sprout a submissive flame emanating out 10 feet. Allies who are in this aura cannot be taken down to 0 hit points instead they will fall unconscious.
Winged Aura: Uriel - Protection
Your wings sprout a cleansing flame emanating out 10 feet. Allies who are in this aura gain a +1 AC.
Angelic Halo
At Level 15, An Angelic Gold Halo appears above your head that attunes you to the energies of the higher planes, making you able to protect or heal living creatures. You gain a number of charges equal to your proficiency bonus and regain all spent charges when you complete a long rest. You may spend a charge as a bonus action to create one of the following effects.
Angelic Touch: You or a living creature you touch regains hit points equal to 2d8 + your Charisma modifier. By expending an action and 2 charges you may increase the regained hit points by 1d8.
Guardian Angel: You create a shimmering, magical field around yourself or another living creature you can see within 60 feet. The target gains a +2 bonus to AC until the end of your next turn. By expending an action and 2 charges you may increase the bonus to AC to +4.
Archangel
At level 20 you gain the prowess of a true and powerful archangel. Choose your final path. These abilities can be used once per long rest.
Gabriel - Destruction
As an action you can become an agent of pure destruction. You gain the following benefits for 1 hour.
- You become a seething ball of flame. If an enemy starts their turn within 5 feet of you they take 5d8 fire damage.
- You have advantage on strength saving throws, as do you allies within 30 feet of you.
- Your physical attacks roll critical on a 19 instead of a 20
Michael - Knowledge
As an action you can become an agent of stuffed knowledge. You gain the following benefits for 1 hour.
- You gain immunity to psychic damage.
- Your intelligence modifier is added to your AC.
- You gain advantage on enemies who are within 5 feet of you.
Raphael - Healing
As an action you can become an agent of good healing. You gain the following benefits for 1 hour.
- You gain immunity to necrotic damage.
- Your health is doubled.
- You can add your cons mod to your attack rolls.
Uriel - Protection
As an action you can become an agent of holy protection. You gain the following benefits for 1 hour.
- Physical non-magical attacks made within 5 feet of you are rolled with disadvantage.
- Undead and Constructs are vulnerable to all your attacks, unless they already have resistances to your attacks.
- All of your physical attacks are counted as magical attacks.
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