Time for the oath of vengeance paladin.
Hate
prerequisite: Oath of vengeance sacred oath
You just hate people. Your abjure enemy and vow of enmity channel divinity target a number of creatures equal to your Charisma modifier.
Thoughts?
Time for the oath of vengeance paladin.
Hate
prerequisite: Oath of vengeance sacred oath
You just hate people. Your abjure enemy and vow of enmity channel divinity target a number of creatures equal to your Charisma modifier.
Thoughts?
More fun for the paladin, now the nature paladin!
Fury of Nature
prerequisite: Oath of Ancients sacred oath
Nature never gives up its fury. Gain the following benefits:
Thoughts?
Have a game where the only healer is a paladin. Let’s help those characters.
The gods have blessed you beyond measure granting you gifts and the speed to bestow blessing quickly. You gain the following benefits:
Thoughts?
Well DnD is going to fight some Devils, so lets make some characters that can do just that! I always think paladins first, so here we go.
The Oath of Hell’s Gates is an order dedicated to keeping the fiends of hell where they belong-on the prison that is hell by forming the literal Gate that holds them in. Champions of this order form a bulwark to save any and all who fall afoul of devils by creating the walls that hold the horrors back.
Many who swear this oath are devoted to good gods regardless of law or chaos law focusing on the good they can do and the lives they can save. Order is important to these champions but order at the cost of rightness is the way of the devils. Seeing as they see themselves at the walls holding hell back they incorporate images of flaming gates into their helmets or coats of arms.
Unlike other orders, these nights hold only two things sacred-help the helpless and stop the fiend. All other goals are secondary allowing for a large amount of variability among their ranks as paladins of trickster gods mix with true knights of law and order. All are bound by the cause of helping and defending, so disagreements among them, while often, are short lived.
You gain oath spells at the paladin levels listed.
Level | Spells |
---|---|
3rd | protection from evil and good, sanctuary |
5th | protection from poison, aid |
9th | remove curse, protection from energy |
13th | banishment, guardian of faith |
17th | dispel evil and good, hallow |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Shield: As a bonus action, you can imbue one shield with divine power. This shield now floats freely near you and can move up to up to 30 feet away. This shield becomes a +1 magic shield if not already magical. Each turn as a free action, you can choose one target within range and the shield will move to that target providing its bonus to AC as well as the same bonus to Dexterity saves to that target. At level 7, your shield becomes a +2 magic shield, and at level 15 your shield becomes a +3 magic shield.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. While this is in effect, you are still considered to be wielding the shield for all abilities and effects requiring you to be wielding a shield.
Exorcise. As an action, you present your holy symbol and speak a prayer censuring fiends, using your Channel Divinity. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. This includes are targets that are currently possessing another creature in range. Manifesting this power in this way causes the possessing creature to leave, but the possessed creature is freed from the possession.
An exorcised creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 7th level, you and friendly creatures within 10 feet of you gain the AC and Dexterity saving throws granted by your Divine Shield channel divinity power.
At 18th level, the range of this aura increases to 30 feet.
Beginning at 15th level, as a free action you can voluntarily take all damage a target under your Aura of Protection or Divine Shield would take. You may not reduce this damage in any way if you choose to take this damage.
At 20th level, as a bonus action, you manifest the true will of heaven to protect your people. You become a sunburst of divine energy for as long as you can muster it. All allies and yourself under the effect of your Aura of Protection become immune to damage, have advantage on all attacks, saves, and checks while enemies in the aura have disadvantage on all attacks, saves, and checks. At the start of each turn, you take 30 radiant damage that can not be reduced, redirected, or prevented due to you manifesting pure divine energy in your mortal frame. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
I’ve been reading Dungeon World. I like it and a review is coming soonish. In the mean time..
Dwarven Paladin
When you create your character, choose a type of creature (goblin, orc etc) that you strive to defeat. When you deal with this vermin, take +1.
Thoughts?
Here is my giant killer Paladin’s Sacred Oath for DnD 5e. Let’s follow a lesser known medieval hero who dominated a giant just to carry his gear!
The Path of Astolfo is an oath taken by some of the knights long ago who followed a leader known as Charlemagne. Their leader and his knights are lost to the ages, but few find his name and fewer take up his mantel. A defender of the weak and an especial protector of those locked under magical manipulation, Astolfo was rescued by magic and understands that magic in all its forms might not necessarily be evil. Known for his dominated giant foot servant and his golden lance, Astolfo was a traveler who went to the moons and back to save his friend then become a defender of an entire city. Those who follow his path wander the countryside attempting to help all those they find, even using magic to coerce those who might be irredeemable to become righteous.
You gain oath spells at the paladin levels listed.
Level | Spells |
3rd | Shield of faith, sanctuary |
5th | lesser restoration, suggestion |
9th | remove curse, dispel magic |
13th | dominate beast, guardian of faith |
17th | dominate person, greater restoration |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Horn of Charm: As an action, you blow a magic horn causing its song to bend the will of even the most hardened creatures. At 3rd level this action acts as if you cast charm person using your spell save DC as the DC for this effect. At 7th level, the effect of the horn can be as if you cast dominate beast. At 10the level the effect of the horn can be as if you cast dominate person. Finally at level 15, the effect of the horn can be as if you cast dominate monster.
Golden Lance. As an action, you present your weapon and speak a prayer asking for the force of your forebearers. For one minute or until you are knocked unconscious, your weapon glows with a golden radiance. When a creature is struck with your weapon as part of an attack, the target must make a Strength saving throw (DC equal to your spell save DC). On a failure, the target is knocked prone.
Starting at 7th level, you gain a nightmare mount. Its AC is equal to your AC and has hit points equal to a half your hit points. As an action you can have it make one attack, but can use your move action to command the creature to move as normal. It loses the Ethereal Stride ability, but does not make hoof prints to be tracked.
At 18th level, the nightmare gains a flight speed equal to its land speed.
Beginning at 15th level, you gain advantage on all saving throws against spells.
At 20th level, as an action, you can follow your master and become a true defender of the people. For the next minute, increase your AC and saves by 3. In addition, all allies within 30 feet also gain these benefits. These benefits last for the duration, you voluntarily end it, or until you are knocked unconscious.
Once you use this feature, you can’t use it again until you finish a long rest.
Let’s now do a feat for the Paladin
Righteous Training
You have spent time in an abbey of war. You are now a strong defender of the faith. Gain the following:
Thoughts?
Starting playing a paladin recently, and I want cantrips. Let’s add that to the class with a feat.
Paladin Priest
You have spent as much time in church as any of the clerics. You may not be as strong in the faith magic as the clerics, but you have learned and earned additional power from you god.
Thoughts?
I’m working my way through all the classes, and now I think the paladin needs some extra. How about a feat to help with lay on hands?
Holy Touch
You have been touched by your god, and that flows through you to others. Double the total amount of hit points you can restore each day by Lay On Hands.
Thoughts? Should that be triple? What do you think is appropriate for a paladin?