Base Class: Paladin
The Oath of the Planes binds a paladin to the preservation of the Great Wheel. Paladins who swear this oath regard the planes as more than distant realms to be visited or conquered. Each is a fundamental part of the multiverse, possessing its own laws, inhabitants, and purpose.
These paladins often serve as wardens of planar portals, hunters of extraplanar threats, guides through dangerous realms, and defenders of places where the boundaries between planes have grown thin. They oppose those who would tear open permanent rifts, conquer planes that are not theirs, or disrupt the balance of the Great Wheel for personal gain.
When a paladin takes this oath, they choose a Planar Doctrine, representing the region of the Great Wheel to which they have dedicated themselves. A paladin usually swears the oath while physically present upon one of the planes protected by that doctrine.
Though their doctrines differ, all paladins of the planes share the same fundamental duty:
The Wheel must turn.
Planar Doctrine
When you swear this oath at 3rd level, choose one of the following Planar Doctrines:
- Upper Doctrine
- Lower Doctrine
- Median Doctrine
Your doctrine represents the planes you have sworn to protect and influences some of your oath features.
Once chosen, your doctrine can't normally be changed.
Upper Doctrine
You have sworn yourself to the protection of the Upper Planes:
- Arcadia
- Mount Celestia
- Bytopia
- Elysium
- the Beastlands
- Arborea
- Ysgard
Your oath might have been sworn upon the slopes of Mount Celestia, beneath the endless forests of the Beastlands, on the twin worlds of Bytopia, or elsewhere among the Upper Planes.
You learn to speak, read, and write Celestial.
Your doctrine damage is radiant damage.
You also gain proficiency in your choice of the Insight or Religion skill.
Lower Doctrine
You have sworn yourself to the protection of the Lower Planes:
- Acheron
- Baator
- Gehenna
- Hades
- Carceri
- the Abyss
- Pandemonium
Taking the Lower Doctrine does not require you to be evil, nor does it require allegiance to fiends.
A Lower Doctrine paladin recognizes that even the darkest planes have a place within the Great Wheel. Such paladins might prevent demons from invading other planes, stop celestials from attempting to forcibly cleanse an infernal realm, guard ancient prisons in Carceri, or keep the Blood War from spilling into places where it does not belong.
You learn to speak, read, and write your choice of Abyssal or Infernal.
Your doctrine damage is necrotic damage.
You also gain proficiency in your choice of the Intimidation or Survival skill.
Median Doctrine
You have sworn yourself to one of the great planes that stands apart from the Upper and Lower Planes.
Choose one of the following:
Limbo
You protect the raw chaos of Limbo and the balance that permits unrestrained possibility to exist within the Great Wheel.
You learn to speak, read, and write Primordial.
Your doctrine damage is psychic damage.
You gain proficiency in your choice of the Acrobatics or Arcana skill.
Mechanus
You protect the perfect order of Mechanus and the cosmic laws represented by its endless machinery.
You learn to speak, read, and write one planar language appropriate to Mechanus, as determined by the DM.
Your doctrine damage is force damage.
You gain proficiency in your choice of the Arcana or Investigation skill.
Outlands
You protect the Outlands and, by extension, the balance surrounding the Spire and the City of Doors.
For the purposes of this oath, Sigil is included within your planar charge, though it remains distinct from the Outlands themselves.
You learn one language of your choice.
Your doctrine damage is force damage.
You gain proficiency in your choice of the Insight or Investigation skill.
Lower Doctrine
You have sworn yourself to the protection of the Lower Planes:
- Acheron
- Baator
- Gehenna
- Hades
- Carceri
- the Abyss
- Pandemonium
Taking the Lower Doctrine does not require you to be evil, nor does it require allegiance to fiends.
A Lower Doctrine paladin recognizes that even the darkest planes have a place within the Great Wheel. Such paladins might prevent demons from invading other planes, stop celestials from attempting to forcibly cleanse an infernal realm, guard ancient prisons in Carceri, or keep the Blood War from spilling into places where it does not belong.
You learn to speak, read, and write your choice of Abyssal or Infernal.
Your doctrine damage is necrotic damage.
You also gain proficiency in your choice of the Intimidation or Survival skill.
Median Doctrine
Limbo
You protect the raw chaos of Limbo and the balance that permits unrestrained possibility to exist within the Great Wheel.
You learn to speak, read, and write Primordial.
Your doctrine damage is psychic damage.
You gain proficiency in your choice of the Acrobatics or Arcana skill.
Mechanus
You protect the perfect order of Mechanus and the cosmic laws represented by its endless machinery.
You learn to speak, read, and write one planar language appropriate to Mechanus, as determined by the DM.
Your doctrine damage is force damage.
You gain proficiency in your choice of the Arcana or Investigation skill.
Outlands
You protect the Outlands and, by extension, the balance surrounding the Spire and the City of Doors.
For the purposes of this oath, Sigil is included within your planar charge, though it remains distinct from the Outlands themselves.
You learn one language of your choice.
Your doctrine damage is force damage.
You gain proficiency in your choice of the Insight or Investigation skill.
Upper Doctrine
You have sworn yourself to the protection of the Upper Planes:
- Arcadia
- Mount Celestia
- Bytopia
- Elysium
- the Beastlands
- Arborea
- Ysgard
Your oath might have been sworn upon the slopes of Mount Celestia, beneath the endless forests of the Beastlands, on the twin worlds of Bytopia, or elsewhere among the Upper Planes.
You learn to speak, read, and write Celestial.
Your doctrine damage is radiant damage.
You also gain proficiency in your choice of the Insight or Religion skill.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Planes Spells
| Paladin Level | Spells |
| 3rd | detect evil and good, protection from evil and good |
| 5th | misty step, see invisibility |
| 9th | dispel magic, magic circle |
| 13th | banishment, dimension door |
| 17th | dispel evil and good, teleportation circle |
Channel Divinity
Planar Rebuke
As an action, you present your holy symbol and choose one creature you can see within 60 feet of you. The creature must make a Charisma saving throw against your paladin spell save DC.
On a failed save, the creature takes damage equal to 2d10 + your paladin level. The damage is your doctrine damage type, and the creature's speed becomes 0 until the end of your next turn.
On a successful save, the creature takes half as much damage and its speed isn't reduced.
If the creature isn't native to the plane you are currently on, it has disadvantage on the saving throw.
Seal the Way
As an action, you present your holy symbol and create a planar ward centered on a point you can see within 30 feet of you. The ward fills a 15-foot-radius sphere and lasts for 1 minute.
While the ward remains, a creature can't teleport into or out of the ward or use planar travel to enter or leave it unless the creature first succeeds on a Charisma saving throw against your paladin spell save DC.
On a failed save, the attempt fails.
You and creatures you designate when you create the ward automatically succeed on this saving throw.
The ward ends early if you become unconscious.
Aura of Planar Stability
Starting at 7th level, your presence strengthens the boundaries of reality around you.
You and friendly creatures within 10 feet of you have advantage on saving throws against effects that would:
- teleport them against their will,
- transport them to another plane against their will,
- banish them,
- possess them.
In addition, you and friendly creatures within the aura have advantage on saving throws made against the environmental effects of a plane, such as supernatural winds, altered gravity, pervasive planar energies, and similar hazards.
At 18th level, the range of this aura increases to 30 feet.
Warden of the Threshold
Starting at 15th level, you can't be teleported or transported to another plane against your will.
In addition, when a creature you can see within 30 feet of you attempts to teleport or travel to another plane, you can use your reaction to force it to make a Charisma saving throw against your paladin spell save DC.
On a failed save, the attempt fails, and the creature takes 2d8 damage of your doctrine damage type.
On a successful save, the creature travels normally and takes no damage.
You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
If the creature isn't native to the plane you are currently on, it has disadvantage on this saving throw.
Doctrine Ward
Your Planar Doctrine also grants you an additional benefit.
Upper Doctrine: Celestial Ward
You have resistance to radiant damage.
In addition, you have advantage on saving throws against being charmed or frightened.
Lower Doctrine: Infernal Ward
You have resistance to necrotic damage.
In addition, you have advantage on saving throws against poison and disease.
Limbo: Mutable Ward
You have resistance to psychic damage.
In addition, you have advantage on saving throws against effects that would transform you or alter your form against your will.
Mechanus: Axiomatic Ward
You have resistance to force damage.
In addition, you have advantage on ability checks and saving throws made to resist being knocked prone or moved against your will.
Outlands: Concordant Ward
You gain resistance to force damage.
In addition, when you make a saving throw against a spell, you can add half your proficiency bonus to the roll if it doesn't already include your proficiency bonus.
Incarnation of the Wheel
At 20th level, you can become a living manifestation of the planar forces you have sworn to protect.
As an action, you undergo a transformation that lasts for 1 minute. For the duration, you gain the following benefits:
- You gain a flying speed of 40 feet and can hover.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Your weapon attacks deal an extra 1d8 damage of your doctrine damage type.
- You can cast banishment as a bonus action without expending a spell slot. Once you cast the spell in this way, you can't do so again for the duration of this transformation.
- A creature that isn't native to the plane you are currently on has disadvantage on saving throws against your Channel Divinity options and paladin spells while it is within 30 feet of you.
Your transformation also gains an additional benefit determined by your Planar Doctrine.
Once you use this feature, you can't use it again until you finish a long rest.
Upper Doctrine: Radiance of the Higher Planes
Bright planar radiance surrounds you.
At the start of each of your turns, you and friendly creatures of your choice within 30 feet of you gain temporary hit points equal to your Charisma modifier.
In addition, when you deal radiant damage to a fiend or undead, you ignore resistance to that damage.
Lower Doctrine: Dread of the Lower Planes
The oppressive presence of the Lower Planes surrounds you.
A hostile creature that starts its turn within 30 feet of you must succeed on a Wisdom saving throw against your paladin spell save DC or become frightened of you until the start of its next turn.
Once a creature succeeds on this saving throw, it is immune to this effect for the remainder of your transformation.
In addition, when you deal necrotic damage, you ignore resistance to that damage.
Median Doctrine: Limbo — Unbound Chaos
Your form constantly shifts as the raw potential of Limbo flows through you.
At the start of each of your turns, you can teleport up to 30 feet to an unoccupied space you can see. This teleportation requires no action.
In addition, whenever you deal your doctrine damage, you can change that damage to acid, cold, fire, lightning, psychic, or thunder damage.
Median Doctrine: Mechanus — Perfect Order
Geometric patterns of planar energy surround you as your movements become unnaturally precise.
You can't be knocked prone or moved against your will.
In addition, hostile creatures within 30 feet of you can't gain advantage on attack rolls, and their speed can't be increased beyond its normal value.
Median Doctrine: Outlands — Concordant Balance
Opposing planar energies reach equilibrium around you.
When you take acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage, you can use your reaction to gain resistance to that instance of damage.
In addition, hostile creatures within 30 feet of you can't gain resistance or immunity to damage as the result of a spell or magical effect.
Previous Versions
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