Paladin
Base Class: Paladin

Paladins who swear the Oath of the Lady bind themselves to the will of a sovereign fey known only as the Lady of the Lake. Called the Lady’s Knights, these warriors are wardens of moonlit waters, keepers of old vows, and relentless hunters of treacherous fey. They stand against glamours, broken bargains, and those spirits of the wild who prey upon mortals for sport.

Some Lady’s Knights are noble champions clad in silver and pink, riding beneath white banners. Others are quiet wardens who patrol deep woods, ruined circles, and mist-choked shores where the border between worlds grows thin.

Though the exact words vary, Lady’s Knights hold to these principles:

Keep the Boundary.
The borders between mortal lands and the realms beyond must be watched. Do not allow wicked things to cross unchallenged.

Honor the True Name.
See through lies, glamour, and pleasing masks. Truth is a sacred weapon.

Spare the Innocent.
Not all fey are cruel, and not all mortals are wise. Protect those caught in ancient games they do not understand.

Answer Oath with Oath.
A promise freely given is sacred. Betrayal, especially by those who wield charm and deceit, must be punished.

Let No Hunter Go Unhunted.
Those who stalk the helpless from mist and moonlight must learn fear in turn.

The Lady's Mark

As a Bonus Action, you can present your holy symbol and mark one creature you can see within 60 feet for 1 minute.
For the duration:

You always know the marked creature’s direction while it is on the same plane of existence.
The marked creature can’t gain the benefits of being Invisible against you.
The first time each turn you hit it with a weapon attack, it takes extra Radiant damage equal to your Charisma modifier plus your Paladin level.
If the creature is a Fey, it can’t teleport willingly while within 30 feet of you.

You can end this effect early at any time. It also ends if you are Incapacitated or if you use this Channel Divinity again.

Unmask the Glamour

As an action, you present your holy symbol and invoke the Lady’s mirrored waters. For 1 minute, you and allies within 15 feet of you gain these benefits:

  • Advantage on saving throws against being Charmed or Frightened.
  • Illusions and magical disguises within the aura seem to ripple and distort; creatures in the aura can make an Investigation check against your spell save DC as a free action once per turn to disbelieve an illusion they can see.
  • Fey in the aura have disadvantage on checks made to Deceive or magically beguile those protected by this effect.

Oath of the Lady Spells

First Level Feature

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

Oath of the Lady Spells
Paladin Level Spells
3 detect magic, protection from evil and good
5 misty step, moonbeam
9 dispel magic, magic circle
13 banishment, freedom of movement
17 dispel evil and good, hallow

Blessings of the Lady

When you swear the Oath of the Lady, the Lady of the Lake marks you as one of her own. These marks are called Blessings of the Lady. Each blessing alters your form in a subtle or wondrous way.

At certain paladin levels, you gain blessings of your choice:

THIRD LEVEL

Rosy Reflection
Mirrorpool Eyes
Wings of Shattered Glass 
Grace of the Reed

 

FIFTH LEVEL

Silver Voice
Lilystep
Moonlit Veil

 

SEVENTH LEVEL

Glamour-Sunder Brand
Thorn of Courtesy

 

NINTH LEVEL

Knight of the Hidden Fjord

Starwater Halo

 

FIFTEENTH LEVEL

Mantle of the Silver Hunt

 

TWENTIETH LEVEL

Beloved of the Lady

 

Beloved of the Lady

You are no longer merely sworn to the Lady—you are visibly one of her great champions. Your features become timeless and otherworldly: hair like flower-petals or moonlit water, eyes like mirrored lakes, and splendid wings or a regal aura of mist and silver light.

You gain the following benefits:

You are immune to magical aging, and your aging slows to one-tenth normal speed.
You gain a flying speed of 50 feet.
If a fey creature attacks you, or targets you with a spell, they must make a Charisma saving throw equal to your spell save DC or choose another target.

Courteous Rebuttal

Tiny white thorns, silver vine patterns, or rose-briar markings grow along your arms, collar, or armor.

When a creature hits you with a melee attack, it takes Radiant Damage equal to your Charisma Modifier.

If the creature is a Fey, it instead takes Radiant damage equal to twice your Charisma Modifier

Grace of the Reed

Your body becomes unnaturally poised and elegant. Your steps leave brief ripples of silver light, dew, petals, or tiny motes like fireflies.

You ignore nonmagical difficult terrain caused by plants, mud, water, or undergrowth.

Knight of the Hidden Fjord

Your shadow ripples like water, and your outline blurs like someone seen through mist.

You always know the direction of the nearest Fey within 1 Mile, though not its identity or exact location.

In addition, you have advantage on Survival checks made to track Fey, and Fey have disadvantage on checks made to hide from you.

Lilystep

White lilies, silver reeds, or floating ripples briefly appear beneath your feet.

As part of your movement, you can move across the surface of deep water as if it were solid ground. If you end your movement there, you sink as normal unless some other effect supports you.

Mantle of the Silver Hunt

A flowing mantle of mist, reeds, moonlight, or spectral water trails behind you. Your armor and weapon look touched by sacred lakewater.

Once on each of your turns when you hit a creature with a weapon attack, you can force that creature to make a Charisma saving throw against your paladin spell save DC. On a failure, it cannot teleport until the start of your next turn. If the creature is a Fey, it also has its reduced to 0 until the start of your next turn.

Mirrorpool Eyes

Your eyes become glassy, silver, opalescent, or lake-blue, reflecting light like still water.

You gain proficiency in Insight and Perception.

Also, you have advantage on ability checks made to tell when a creature is lying to you or concealing its emotions through magic or glamour.

Moonlit Veil

Your skin, hair, or armor always seems faintly touched by moonlight.

You gain Darkvision out to 60 feet. If you already have Darkvision, its range increases by 60 feet.

Also, you have advantage on Perception checks that rely on sight.

Rosy Reflection

Your hair takes on the Lady’s impossible hue: rose-pink, hot-pink, or some other shade of pink. You gain proficiency in Persuasion, Performance, or Intimidation.

In addition, whenever you make a Charisma check to interact with a Fey, you can add 1d4 to the roll.

Silver Voice

Your voice gains an entrancing musical undertone, like a song heard over still water.

You learn to speak, read, and write Sylvan if you do not already know it.

In addition, once on each of your turns when you deal damage to a Fey with a weapon attack, you can deal extra Radiant damage equal to your Charisma modifier to that creature.

Starwater Halo

Droplets or sparks of silver-pink light circle your head and shoulders like a crown.

You gain Immunity to Psychic Damage.

In addition, whenever a Fey within 90 feet of you attempts to teleport, you immediately know the direction it traveled.

The Lady's Brand

A rune of The Lady appears on your brow, hand, throat, or chest.

When you fail a saving throw against being Charmed or Frightened, you can use your reaction to add your Charisma Modifier to the roll.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Wings of Shattered Glass

Small dragonfly-like wings of translucent, glassy light unfurl from your knees, elbows, shoulders, temples, or any combination of locations. They are too delicate to carry you aloft, but they shimmer beautifully.

You gain proficiency in Acrobatics. Your movement speed also increases by five feet.

Also, when you fall, you can reduce the falling damage you take by an amount equal to five times your paladin level.

Aura of the Silver Mire

7th-level Oath of the Lady feature

You emanate a warding aura while you’re not Incapacitated. You and allies within 10 feet of you gain the following benefits:

  • You can’t be magically put to sleep.
  • You have resistance to psychic damage.
  • When a creature in the aura succeeds on a saving throw against being Charmed, Frightened, or magically teleported against its will, that creature can move up to 10 feet without provoking Opportunity Attacks.

In addition, Fey within the aura treat the area as Difficult Terrain.

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

Knight of the Drowned Path

You have learned to pursue your prey through their own realm.

You gain the following benefits:

  • You have Truesight.
  • You have advantage on saving throws against spells and magical effects created by Fey.
  • When a creature you can see within 30 feet teleports or magically moves from one space to another, you can use your reaction to move up to half your Speed toward the space it left or the space it entered. If the creature is a Fey, you may instead teleport to an unoccupied space within 5 feet of it.

In addition, once per turn when you hit a Fey with a weapon attack, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, its Speed becomes 0 until the start of your next turn.

The Lady's Chosen

20th-level Oath of the Lady feature

As a bonus action, you can assume the form of the Lady’s chosen champion for 1 minute. You gain the following benefits:

  • A luminous mantle of silver mist surrounds you in a 30-foot aura.
  • You gain a flying Speed equal to your Speed and can hover.
  • You shed bright light in a 30-foot radius and dim light for 30 feet beyond that.
  • Your weapon attacks deal an extra 1d8 Radiant damage.
  • Enemies of your choice in the aura can’t become Invisible and can’t teleport.
  • When a Fey starts its turn in the aura, it must make a Wisdom saving throw against your spell save DC. On a failed save, it is either Frightened of you or has its Speed reduced to 0 until the start of its next turn (your choice each time).

Once you use this feature, you can’t use it again until you finish a Long Rest.

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