Paladin
Base Class: Paladin

Paladins drawn to this oath share a vision of civilization perfected, where all people are free, equal, and prosperous under a single flag of universal personhood. These errant knights bring the light of innovation, cooperation, and equality to the remote and often backwards corners of the world still living under the thrall of tyranny and superstition.

These paladins share the following tenets:

  • The needs of the many outweigh the needs of the few.
  • Shelter the good from wickedness.
  • Judge others by their contributions, not their origins.

Level 3: Oath of Utopia Spells

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

You may use either Charisma or Intelligence as your spellcasting modifier when casting any Paladin spell.

Oath of Utopia Spells
Paladin Level Spells
3 Comprehend Languages, Heroism
5 Locate Object, Misty Step
9 Leomund's Tiny Hut, Sending
13 Dimension Door, Locate Creature
17 Scrying, Teleportation Circle

Level 3: Phasic Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with unstable energy. For 10 minutes or until you use this feature again, you may add either your Charisma or Intelligence modifier to attack rolls you make with that weapon (minimum bonus of +1).

Each time you activate this feature, declare whether you want your weapon to stun or vaporize. If you set your weapon to stun, then reducing a target to 0 Hit Points with that weapon instead leaves them with 1 Hit Point. The creature then has the Unconscious Condition and starts a Long Rest. They remain Unconscious until they complete their Long Rest. If you set your weapon to vaporize, then targets reduced to 0 Hit Points by that weapon are disintegrated into a fine gray dust, along with everything nonmagical that they are wearing or carrying. Such targets can only be revived by a True Resurrection or Wish spell.

The weapon also emits Dim Light in a 20-foot radius.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. You cannot change the setting of your weapon without ending this effect and recasting it.

Level 7: Aura of Shielding

The outer edge of your Aura of Protection becomes a semi-permeable barrier that may deflect ranged attacks. You and your allies gain a +1 bonus to AC while in your Aura of Protection, but only against Ranged attack rolls that originate from outside your Aura's Emanation.

You may further enhance this protection by diverting power to the shield from your magical reserves. As a Reaction, you may expend a spell slot to increase the AC bonus granted by this feature by an amount equal to the spell slot's level. This enhanced AC lasts until the end of your next turn.

Level 15: Tactical Teleport

Whenever you are moved by a spell you cast, such as Misty Step or Dimension Door, you may also make one melee attack with a weapon or Unarmed Strike against a creature that is within your weapon's normal attack range at the end of that magical movement.

Level 20: Font of Innovation

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). 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).

Teleportation. You may use the Misty Step spell at will as a Bonus Action, without expending a spell slot. You may still use your Action to cast a different spell that same turn.

Inspiring Aura. Whenever an ally starts its turn in your Aura of Protection, it gains the benefits of the Heroism spell until the end of its next turn.

Previous Versions

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2/6/2026 6:03:05 AM
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