Base Class: Paladin
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
These paladins share the following tenets:
- 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.
This subclass is an updated version of the Oath of Conquest subclass from Xanathar's Guide to Everything using 2024 D&D rules, terms, spells, and features. As many of the Paladin subclasses saw distinct quality-of-life improvements in the new 2024 rules, this subclass aims to introduce many of the same quality-of-life improvements to the Oath of Conquest subclass. Additionally, due to WotC being butts about the new Player's Handbook being licensed content, I can't automatically add Armor of Agathys or Yolande's Regal Presence to the subclass' additional spells. I recommend making a miniature homebrew feat that simply adds those spells to your spell list if you are using this subclass.
Level 3: Oath of Conquest Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3 | Armor of Agathys, Command |
| 5 | Hold Person, Spiritual Weapon |
| 9 | Bestow Curse, Fear |
| 13 | Phantasmal Killer, Stoneskin |
| 17 | Hold Monster, Yolande's Regal Presence |
NOTE: Please keep in mind that due to Wizards of the Coast's licensing paranoia, the Armor of Agathys and Yolande's Regal Presence spells will not be automatically prepared for your character. I highly suggest creating a homebrew feat or something similar to give your character access to those spells, or make a note of having access to those spells elsewhere on your character sheet. I apologize for the inconvenience, take it up with WotC if you want me to be able to streamline those spells a little better.
Level 3: Conquering Presence
You can use your Channel Divinity to exude a terrifying presence. As an action, or when you take the Attack action, you can expend one use of your Channel Divinity to 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 10 minutes. A frightened creature can repeat this saving throw at the end of each of its turns only if it cannot see you, ending the effect on itself on a success.
Level 3: Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. Once per turn, when you make an Attack Roll, you can expend a use of your Channel Divinity to treat the number rolled on the die as a 20. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Level 7: Aura of Conquest
While you are not Incapacitated, you constantly emanate a menacing aura. If a creature that is Frightened of you starts its turn in your Aura of Protection or enters the aura for the first time on their turn, that creature's speed is reduced to 0 and it takes psychic damage equal to your Paladin level. A creature can only take this damage once per turn.
Additionally, while you are not Incapacitated, if a creature that is not Frightened of you starts its turn in your Aura of Protection or enters the aura for the first time on their turn, you may force that creature to make a Wisdom saving throw, becoming Frightened of you for 1 minute on a failed save. The creature can repeat this saving throw at the end of each of its subsequent turns, ending the effect on itself on a success. If a creature successfully saves against this effect, they are immune to being Frightened in this way until they finish a Long Rest.
Level 15: Rallying Tenacity
Your unshakeable will and tenacity can inspire your allies in battle. As a Bonus Action, choose a number of creatures that you can see within 60 feet of you, up to your Proficiency Bonus (which can include yourself). These creatures receive Temporary Hit Points equal to your Paladin level plus your Charisma modifier. These Temporary Hit Points last for 1 hour. Additionally, while each creature has these Temporary Hit Points, that creature has Resistance to psychic damage and Advantage on Saving Throws against being Frightened.
Once you use this feature, you must finish a Short or Long Rest before you may use it again. You may also restore your use of this feature by expending a level 3 spell slot (no action required).
Level 15: Scornful Rebuke
Those who dare to strike you are 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) while you are not Incapacitated. Additionally, if you fail a Saving Throw forced by another creature, that creature also takes psychic damage equal to your Charisma modifier (minimum of 1) while you are not Incapacitated.
Level 20: Invincible Conqueror
You gain the ability to harness extraordinary martial prowess. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Invincible. You have Resistance to all damage, and all critical hits against you become normal hits.
Swift Strikes. When you take the Attack action on your turn, you can make one additional attack as part of that action.
Overwhelming Might. Your Melee weapon attacks and Unarmed Strikes score a critical hit on a roll of 19 or 20.
Previous Versions
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3/11/2025 5:50:11 PM
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Posted Nov 3, 2025for some reason the subclass shows up and I see a lot of the info but Im not getting any oath spells in my spell list or channel divinity in actions
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Posted Sep 14, 2025So Good
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Posted Mar 11, 2025Version 2 Patch Notes:
Thank you for commenting about issues with the subclass - if more issues arise, post comments here and I'll tackle them when I can.