Paladin
Base Class: Paladin

The Oathbound are the chosen weapons of spiritual entities from the Lawful Outer Planes; sacrificing their mind, body, and soul to an emissary of their faith, they are possessed and transformed by the power of an Outsider for war on the Prime Material Plane. A paladin who takes on this oath does so to prevent the looming extraplanar conflict from destroying, consuming, or subjugating the realm; losing control their body until the Outsider's mission is completed, or both are destroyed.

TENETS OF THE OATHBOUND

The tenets made by those who swear service to the Lawful Planes vary from paladin on the path to become an Oathbound. They often express the faith or sacrifice made to for what they wish to protect, honor, and love, whether it be a realm, friend, or family.

Faith Beyond Self. I give myself over freely, all that I am, all that I can be, to your mission.

Protect All I Love. I do this in service to preserve and defend what I value above all.

The Greater Good. I make this sacrifice so that others may not need to.

Should This Be It. I accept my end to give hope to what remains.

Oathbound Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oathbound Spells table, you thereafter always have the listed spells prepared.

Oathbound Spells
Paladin Level Spells
3 Identify, Sleep
5 Hold Person, Invisibility
9 Haste, Nondetection
13 Dimension Door, Fabricate
17 Dream, Scrying

Possession

You are considered possessed by spells and other magical effects that recquire you to be possessed. The possession grants you the following traits:

Creature Type. Your DM chooses a creature type (Celestial or Fiend). You become the chosen creature type.

Oathbound. Whenever you are targeted by an effect that ends possession, you disappear instead, for 1d10 minus your proficiency in Paladin number of rounds.

Ear of the Extraplanar. Whenever a creature invokes you by name—such as in prayer or during a ritual—, you hear your name and the next nine words the speaker utters. When you are invoked, you can expend one use of this class's Channel Divinity to know the distance to and direction of the speaker, even if it is on a different plane of existence.

Planar Nature. You cease aging, and you don't need to breathe, eat, drink, or sleep. You can remain conscious during a Long Rest, but you must refrain from strenuous activity to gain the benefit of the rest.

Possession

You are considered possessed by spells and other magical effects that recquire you to be possessed. The possession grants you the following traits:

Creature Type. Your DM chooses a creature type (Celestial or Fiend). You become the chosen creature type.

Oathbound. Whenever you are targeted by an effect that ends possession, you disappear instead, for 1d10 minus your proficiency in Paladin number of rounds.

Ear of the Extraplanar. Whenever a creature invokes you by name—such as in prayer or during a ritual—, you hear your name and the next nine words the speaker utters. When you are invoked, you can expend one use of this class's Channel Divinity to know the distance to and direction of the speaker, even if it is on a different plane of existence.

Planar Nature. You cease aging, and you don't need to breathe, eat, drink, or sleep. You can remain conscious during a Long Rest, but you must refrain from strenuous activity to gain the benefit of the rest.

Celestial

Variant traits

Creature Type. Your creature type is Celestial.

Wilfully Possessed. When you disappear as a result of the Oathbound trait, you teleport—as if through the off target outcome on the Teleport spell—to a random destination on the same plane of existence for the duration.

Fiend

Variant traits

Creature Type. Your creature type is Fiend.

Failed Excorcism. When you disappear as a result of the Oathbound trait, you are banished to the Lower Planes for the duration.

Otherworldly Splendor

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Insight, Perception, or Persuasion.

Deception

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also have proficiency in Deception.

Insight

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also have proficiency in Insight.

Perception

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also have proficiency in Perception.

Persuasion

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also have proficiency in Persuasion.

Otherworldly Splendor

While you aren’t wearing Medium or Heavy armor, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Insight, Perception, or Persuasion.

Unearthly Smite

You have the following Channel Divinity: Unearthly Smite option.

Dawn Smite

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to emit a burst of dazzling light in a 10-foot Emanation that originates from you. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled.

Additionally, the target and each creature of your choice in that area takes 2d6 Radiant damage, and then must make a Constitution saving throw against your spell save DC. On a failed save, a creature has the Blinded condition until the end of your next turn, and if the creature is shape-shifted it reverts to its true form.

You roll an additional d6 when you reach Paladin levels 7 (3d6), 13 (4d6), and 18 (5d6).

Horrid Smite

You infuse your corrupt essence into your strike. When you cast Divine Smite, you can expend one use of your Channel Divinity to change the spell's damage type to Necrotic. The target takes extra Necrotic damage equal to your Paladin level from the attack, and the target has the Poisoned condition for 1 minute.

While Poisoned in this way, a target at the end of each of its turns takes 1d8 Necrotic damage and then makes Constitution saving throw. On a failed save, the effect continues and the target can do only one of the following on its turns: move, take an action, or take a Bonus Action. On a successful save, the effect ends.

Unearthly Smite

You have the following Channel Divinity: Unearthly Smite option.

Dawn Smite

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to emit a burst of dazzling light in a 30-foot Emanation that originates from you. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled.

Additionally, the target and each creature of your choice in that area takes 2d6 Radiant damage, and then must make a Constitution saving throw against your spell save DC. On a failed save, a creature has the Blinded condition until the end of your next turn, and if the creature is shape-shifted it reverts to its true form.

You roll an additional d6 when you reach Paladin levels 7 (3d6), 13 (4d6), and 18 (5d6).


When you use Dawn Smite, you can invoke one of the following effects:

Dawn's Arrival. You teleport up to 60 feet to an unoccupied space you can see. You can do so either before or after the target takes damage. Immediately after you teleport, you can cause your Aura of Protection to fill with Bright Light and shed Dim Light for an additional 30 feet for 10 minutes or until you dismiss it (no action required). This light is sunlight.

Healing Light. You restore Hit Points equal to 4d6 plus your spellcasting ability modifier to each creature of your choice you can see in the Emanation.

Restoration. You remove one the following effects from a target you can see in the Emanation: Charmed, Frightened, or possessed.

Horrid Smite

You infuse your corrupt essence into your strike. When you cast Divine Smite, you can expend one use of your Channel Divinity to change the spell's damage type to Necrotic. The target takes extra Necrotic damage equal to your Paladin level from the attack, and the target has the Poisoned condition for 1 minute.

While Poisoned in this way, a target takes 1d8 Necrotic damage at the end of each of its turns and then makes Constitution saving throw. On a failed save, the effect continues and the target can do only one of the following on its turns: move, take an action, or take a Bonus Action. On a successful save, the effect ends.


When you use Horrid Smite, you can invoke one of the following effects.

Horrid Miasma. Your Aura of Protection fills with Magical Darkness for 10 minutes or until you dismiss it (no action required). Darkvision can’t see through it, and nonmagical light can’t illuminate it. A creature Blinded by the darkness has the Poisoned condition as if damaged by your Horrid Smite.

Possession. The target must succeed on a Charisma saving throw or be possessed by you as if by the Magic Jar spell. While the target is possessed in this way, the target retains its soul and awareness. On a successful save, the target is immune to the effect for 24 hours.

A target that has Immunity to the Poisoned condition automatically succeeds on the save against the effect, unless it has 50 Hit Points or fewer.

Unearthly Smite

You have one of the following Channel Divinity: Unearthly Smite options.

Dawn Smite (Possession: Celestial)

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to emit a burst of dazzling light in a 10-foot Emanation that originates from you. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled.

Additionally, the target and each creature of your choice in that area takes 2d6 Radiant damage, and then must make a Constitution saving throw against your spell save DC. On a failed save, a creature has the Blinded condition until the end of your next turn, and if the creature is shape-shifted it reverts to its true form.

You roll an additional d6 when you reach Paladin levels 7 (3d6), 13 (4d6), and 18 (5d6).

Horrid Smite (Possession: Fiend)

You infuse your corrupt essence into your strike. When you cast Divine Smite, you can expend one use of your Channel Divinity to change the spell's damage type to Necrotic. The target takes extra damage of the spell's type equal to your Paladin level from the attack, and the target has Poisoned condition for 1 minute.

While Poisoned, a target at the end of each of its turns takes 1d8 Necrotic damage and then makes a Constitution saving throw against your spell save DC. On a failed save, the effect continues and the target can do only one of the following on its turn: move, take an action, or take a Bonus Action. On a successful save, the effect ends.

Unearthly Advent

You have one of the following Unearthly Advent features.

Salvation's Advent (Possession: Celestial)

You move with otherworldly haste to prevent harm to you or your wards. When you or another creature you can see within your Aura of Protection is hit by an attack roll, you can take a Reaction to reduce the attack’s total damage against the target by 1d10 plus your Charisma Modifier and Paladin level. If the attack's target is more than 5 feet away from you, you teleport to an unoccupied space you can see within 5 feet of the target as part of this Reaction.

Damnation's Advent (Possession: Fiend)

You speak with unnatural authority, stiring desire or despair within a creature, granting you the following benefits.

Invoke Desire. When you make a Charisma (Persuasion or Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Afflict Despair. Once per turn, when a spell you cast deals Fire, Necrotic, or Psychic damage, you can roll one of the spell’s damage dice an additional time and add it as extra damage. The target must subtract the number rolled from the next attack roll or saving throw it makes before the start of your next turn. You can use this benefit a total number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Unearthly Advent

You have the following Unearthly Advent feature.

Damnation's Advent

You speak with unnatural authority, stiring desire or despair within a creature, granting you the following benefits.

Invoke Desire. When you make a Charisma (Persuasion or Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Afflict Despair. Once per turn, when a spell you cast deals Fire, Necrotic, or Psychic damage, you can roll one of the spell’s damage dice an additional time and add it as extra damage. The target must subtract the number rolled from the next attack roll or saving throw it makes before the start of your next turn. You can use this benefit a total number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Salvation's Advent

You move with otherworldly haste to prevent harm to you or your wards. When you or another creature you can see within your Aura of Protection is hit by an attack roll, you can take a Reaction to reduce the attack’s total damage against the target by 1d10 plus your Charisma Modifier and Paladin level. If the attack's target is more than 5 feet away from you, you teleport to an unoccupied space you can see within 5 feet of the target as part of this Reaction.

Unearthly Presence

You have the following Unearthly Presence feature.

Diabolical Presence

You and your allies can see normally in Magical Darkness while in your Aura of Protection.

In addition, when you use Horrid Smite, you can invoke one of the following effects.

Horrid Miasma. Your Aura of Protection fills with Magical Darkness for 10 minutes or until you dismiss it (no action required). Darkvision can’t see through it, and nonmagical light can’t illuminate it. A creature Blinded by the darkness has the Poisoned condition as if damaged by your Horrid Smite.

Possession. The target must succeed on a Charisma saving throw or be possessed by you as if by the Magic Jar spell. While the target is possessed in this way, the target retains its soul and awareness. On a successful save, the target is immune to the effect for 24 hours.

A target that has Immunity to the Poisoned condition automatically succeeds on the save against the effect, unless it has 50 Hit Points or fewer.

Exalted Presence

Your Dawn Smite is now a 30-foot Emanation.

In addition, when you use Dawn Smite you can invoke one of the following effects.

Dawn's Arrival. You teleport up to 60 feet to an unoccupied space you can see. You can do so either before or after the target takes damage. Immediately after you teleport, you can cause your Aura of Protection to fill with Bright Light and shed Dim Light for an additional 30 feet that for 10 minutes or until you dismiss it (no action required). This light is sunlight.

Healing Light. You restore Hit Points equal to 4d6 plus your spellcasting ability modifier to each creature of your choice you can see in the Emanation.

Restoration. You remove one the following effects from a target you can see in the Emanation: Charmed, Frightened, or possessed.

Unearthly Presence

You have one of the following Unearthly Presence features.

Exalted Presence (Possession: Celestial)

Your Dawn Smite is now a 30-foot Emanation.

In addition, when you use Dawn Smite you can invoke one of the following effects.

Dawn's Arrival. You teleport up to 60 feet to an unoccupied space you can see. You can do so either before or after the target takes damage. Immediately after you teleport, you can cause your Aura of Protection to fill with Bright Light and shed Dim Light for an additional 30 feet for 10 minutes or until you dismiss it (no action required). This light is sunlight.

Healing Light. You restore Hit Points equal to 4d6 plus your spellcasting ability modifier to each creature of your choice you can see in the Emanation.

Restoration. You remove one the following effects from a target you can see in the Emanation: Charmed, Frightened, or possessed.

Diabolical Presence (Possession: Fiend)

You and your allies can see normally in Magical Darkness while in your Aura of Protection.

In addition, when you use Horrid Smite, you can invoke one of the following effects.

Horrid Miasma. Your Aura of Protection fills with Magical Darkness for 10 minutes or until you dismiss it (no action required). Darkvision can’t see through it, and nonmagical light can’t illuminate it. A creature Blinded by the darkness has the Poisoned condition as if damaged by your Horrid Smite.

Possession. The target must succeed on a Charisma saving throw or be possessed by you as if by the Magic Jar spell. While the target is possessed in this way, the target retains its soul and awareness. On a successful save, the target is immune to the effect for 24 hours.

A target that has Immunity to the Poisoned condition automatically succeeds on the save against the effect, unless it has 50 Hit Points or fewer.

Shapechange

You can cast Shapechange once without expending a spell slot or needing Material components, and you must finish a Long Rest before you can cast it in this way again. When you cast the spell in this way, you can shape-shift into your true form (chosen by the DM), or into a Beast or Humanoid form only.

While in a chosen form, you retain your character class and your special features. If your true form has the Spellcasting trait, you can cast Plane Shift and Teleport as if cast by the trait (1/Day Each). You can also cast either spell by expending a level 5 spell slot while you're in that form. When you cast Teleport, you arrive at the intended destination without the chance of a mishap. 

Whenever you start casting the spell, you can modify it so that it doesn’t grant Temporary Hit Points or require Concentration. If you do so, the spell's duration becomes 10 minutes for that casting.

You can restore your use of the feature by expending a level 5 spell slot (no action required). If you do so, each time you cast the spell until you finish a Long Rest, the spell doesn’t grant Temporary Hit Points, and if a chosen form has a Spellcasting trait, you can't use it.

Celestial Form

You can cast Shapechange once without expending a spell slot or needing Material components, and you must finish a Long Rest before you can cast it in this way again. When you cast the spell in this way, you can shape-shift into your Celestial form, or into a Beast or Humanoid form only.

While in a chosen form, you retain your character class and your special features. If your Celestial form has the Spellcasting trait, you can cast Plane Shift and Teleport as if cast by the trait (1/Day Each). You can also cast either spell by expending a level 5 spell slot while you're in that form. When you cast Teleport, you arrive at the intended destination without the chance of a mishap. 

Whenever you start casting the spell, you can modify it so that it doesn’t grant Temporary Hit Points or require Concentration. If you do so, the spell's duration becomes 10 minutes for that casting.

You can restore your use of the feature by expending a level 5 spell slot (no action required). If you do so, each time you cast the spell until you finish a Long Rest, the spell doesn’t grant Temporary Hit Points, and if a chosen form has a Spellcasting trait, you can't use it.

Fiend Form

You can cast Shapechange once without expending a spell slot or needing Material components, and you must finish a Long Rest before you can cast it in this way again. When you cast the spell in this way, you can shape-shift into your Fiend form, or into a Beast or Humanoid form only.

While in a chosen form, you retain your character class and your special features. If your Fiend form has the Spellcasting trait, you can cast Plane Shift and Teleport as if cast by the trait (1/Day Each). You can also cast either spell by expending a level 5 spell slot while you're in that form. When you cast Teleport, you arrive at the intended destination without the chance of a mishap. 

Whenever you start casting the spell, you can modify it so that it doesn’t grant Temporary Hit Points or require Concentration. If you do so, the spell's duration becomes 10 minutes for that casting.

You can restore your use of the feature by expending a level 5 spell slot (no action required). If you do so, each time you cast the spell until you finish a Long Rest, the spell doesn’t grant Temporary Hit Points, and if a chosen form has a Spellcasting trait, you can't use it.

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