Base Class: Paladin
Paladins who swear the Oath of the Knight dedicate themselves to upholding justice, embodying divine authority, and inspiring those around them through both courage and mastery of the battlefield. These knights are living symbols of their deity’s will, wielding their martial skill and holy power in perfect harmony.
Radiant Knights are not mere soldiers; they are paragons of virtue and instruments of divine judgment. Their strikes carry the weight of righteousness, capable of subduing foes, protecting allies, and shaping the flow of combat itself. Through years of discipline, they learn to channel divine energy into their weapons, enhancing their attacks with supernatural force and precision.
Followers of this oath are defined by both strategy and spectacle. They do not rely solely on brute strength; every movement, every swing of their blade, and every charge is calculated to protect, to punish, and to inspire. Allies draw courage from their presence, while enemies feel the irresistible pull of divine authority pressing upon them.
As they grow in power, Oathed Knights learn to perform feats that transcend ordinary combat. Their aura bolsters companions and weakens foes, and their mastery of holy techniques allows them to respond to any threat with speed and decisiveness. At the pinnacle of their strength, they can summon colossal ethereal weapons — manifestations of their deity’s power — to strike with unmatched force, immobilize enemies, or control the battlefield in ways that seem almost miraculous.
The path of the Knight demands discipline, courage, and unwavering commitment. Those who follow this oath must wield their authority wisely, using their divine gifts to protect the innocent, punish the wicked, and stand as a shining example of their deity’s will. In battle, they are a storm of light and steel; in peace, a symbol of hope. Wherever they walk, allies are emboldened, enemies are cowed, and the influence of darkness is kept at bay.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crown Spells
| Paladin Level | Spells |
|---|---|
| 3rd | searing smite, guiding bolt |
| 5th | branding smite, Spiritual weapon |
| 9th | blinding smite, daylight |
| 13th | staggering smite, guardian of faith |
| 17th | banishing smite, Flame strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Holy Explosion. As an action, you unleash radiant power in a 10-foot radius around you. Each creature of your choice must make a Constitution saving throw or take radiant damage equal to 2d10 + your Paladin level (half on success).
Radiant Rend. When you hit a creature with a melee weapon attack, you send a wave of radiant power in a 15-foot line beyond the target. Each creature of your choice in that line must make a Dexterity saving throw, taking radiant damage equal to 2d8 + your Paladin level on a failure, or half as much on a success.
Beacon of Flame
Aura of Radiance – When you or a friendly creature within 10 ft. takes damage from a melee attack, you can use your reaction to deal radiant or fire damage to the attacker equal to 1d8 + {{level:paladin}}/2 + {{modifier:cha}}. At 18th level, the range increases to 30 ft. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all uses after a long rest.
Vanguard Strike
Vanguard Strike (15th level) – On your turn, when you take the Attack action, you can choose one of the following effects to apply to one weapon attack you make that turn:
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Cleansing Light. The attack deals an extra 1d10 radiant damage and ends one condition on yourself or an ally within 5 ft. (blinded, charmed, frightened, paralyzed, poisoned, or stunned).
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Piercing Ray. The attack deals an additional 1d8 radiant damage, ignores resistance to radiant damage, and its reach increases by 5 feet for this attack.
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Crushing Wave. The target must make a Strength saving throw or be pushed 15 feet away from you.
Avatar’s Armaments
At 20th level, as an action, you can summon and command a colossal ethereal weapon (sword, spear, or axe) imbued with divine energy. The weapon lasts for 1 minute, and you can choose a different weapon each turn while the feature is active. While active:
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You can make one weapon attack using the chosen ethereal weapon on each of your turns.
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The weapon disappears after 1 minute or if you dismiss it.
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You can use this feature once per long rest.
1. Ethereal Sword (Single Target, Disable)
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Area: Single target within 30 ft.
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Damage: 6d8 radiant or fire.
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Effect: On a failed Strength saving throw, the target is stunned until the start of its next turn.
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Flavor: A glowing sword lunges with precision, striking a single foe with unstoppable force.
2. Ethereal Spear (Line, Immobilize)
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Area: 30-foot line, 5 ft wide.
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Damage: 5d10 radiant or fire (Dex save for half).
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Effect: On a failed Strength save, targets are immobilized until the start of your next turn and pushed 10 ft.
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Flavor: The spear thrusts forward in a blinding line, pinning enemies in place.
3. Ethereal Axe (5-ft Radius, Stagger)
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Area: 5-foot radius centered on you.
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Damage: 7d6 radiant or fire (Dex save for half).
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Effect: On a failed Constitution save, targets are staggered (can’t take reactions until the start of their next turn).
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Flavor: A massive axe crashes down, sending shockwaves that stagger enemies in melee range.
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