Paladin
Base Class: Paladin

Paladins who swear the Oath of the Steed forge a powerful connection with a metaphysical spirit, an ethereal being that manifests in the form of a spectral mount. This mount is not simply a creature of flesh and bone, but a divine force that channels the steed’s grace, strength, and loyalty. To these paladins, the steed is more than a companion; it is a symbol of their dedication, a steadfast partner in the fight for justice. For those who follow the Oath of the Steed, their role is clear: to protect, to ride, and to lead their forces with strength and honor. In battle, they are an unstoppable force, their every strike empowered by the bond with their mount. Together, they embody the unwavering courage of the steed, galloping into the fray without hesitation, guided by an oath that can never be broken.

Oath Tenants 

  • Ride with Honor. Always uphold the values of courage and nobility, charging into battle with the same dignity as your steed. In combat and in life, your actions reflect your oath—be steadfast in your resolve, and lead by example, inspiring others to act with honor.
  • Protect the Road. Defend the journey of life, whether it be a traveler, a community, or a cause. Your duty is to safeguard those who cannot protect themselves, ensuring that the path remains safe for all who walk it. No threat is too great for you to stand against in the name of protection.
  • Stand as One With Your Steed. Your bond with your spectral mount is sacred. Treat your steed with respect and unity, for it is both your companion and reflection of your heart. Together, you are more than the sum of your parts—never abandon or betray that connection, and together, you will conquer all obstacles.

 

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Trusty Steed. You can use your Channel Divinity to summon a trusty steed to aid you in combat. As an action, you can present your holy symbol and instantaneously summon a spectral mount to a space within 30 ft. of you. You can alternatively choose to summon it in your own space on the battlefield and mount it instantly. The mount uses the Trusty Steed stat block below, and resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. The steed’s creature type is determined by your alignment - Celestial (good), Fey (neutral), or Fiend (evil) - which also determines certain traits in the stat block. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. The steed disappears if it drops to 0 hit points or if you use this feature again, and anything it was carrying falls onto the ground.

Divine Calvary. You can use your Channel Divinity to summon multiple mounts to aid you in combat. As an action, you can present your holy symbol and instantaneously summon a number of Large, rideable beasts equal to your Charisma modifier (minimum of 1) to unoccupied spaces within 60 ft. of you. These steeds can be either war horses, ponies, mastiffs, camels, or elk; you can find stat blocks for each of them in the Monster Manual. They count as controlled mounts. For each steed created in this way, you can designate one creature that you can see to be bonded with a steed. It obeys that creature’s commands in addition to your own, shares that creature's initiative in combat, and that creature can communicate with their bonded steed while they are within 1 mile of each other. 10 minutes after being summoned in this way, all of these steeds disappear, and anything they were carrying falls to the ground.

Aura of Companionship

Beginning at 7th level, your deep bond with your various steeds strengthens them in combat. While you are conscious, any beast or magically summoned creature that is friendly to you and starts its turn within 15 feet of you gains temporary hit points equal to 5 + your Paladin level, replacing any temporary hit points they currently have.

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

Glorious Charge

At 15th level, any creature you are currently mounted upon has its walking speed magically increased by 15 ft. While you are mounted, if you move at least 20 ft. in a straight line before hitting a creature with a weapon attack, that creature must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier.

Chivalrous Cavalier

At 20th level, you become the modicum of perfect horsemanship. You can use a bonus action to gain the following benefits for the next minute:

  • You cannot be dismounted, knocked prone, or otherwise moved against your will, and you and your mounts’ movement speeds cannot be lowered in any way. 
  • Any friendly beast or magically summoned creature that is reduced to 0 hit points within 30 feet of you falls to 1 hit point instead. A single creature cannot benefit from this ability more than once per long rest. 
  • Any creature that you are mounting is resistant to all damage. 
  • When you or your mount are targeted with an attack roll or spell, you can use your reaction to cause yourself or your mount to become the target instead. 

Once you do this, you cannot do so again until you finish a long rest. 



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