Daily Punch 11-10-21 Fury of Nature feat for DnD 5e

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:

  • When you use your Nature’s Wrath channel divinity, at the start of a restrained creatures turn do magic damage equal to your Charisma modifier.
  • When you use a channel divinity class feature to turn creatures, any creature turned by the ability takes magic damage equal to your Charisma modifier while still affected by this ability. This damage does not end the turned effect.


Daily Punch 7-8-19 Order of Hell’s Gates Paladin Sacred Oath for DnD 5e

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.


Oath of Hell’s Gates

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.

Tenets of Devotion

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of Hell’s Gate Spells
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

Channel Divinity

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.

Aura of Protection

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.

Shield the Weak

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.

Wall for the Gods

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.

Daily Punch 7-27-16 Path of Astolfo Paladin Sacred Oath for DnD 5e

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!


Path of Astolfo

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.

Oath Spells

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

Channel Divinity

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.

Mount of the Master

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.

Resistance of the Leader

Beginning at 15th level, you gain advantage on all saving throws against spells.

Bulwark of Paris

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.

Daily Punch 1-14-16 Righteous Training feat for DnD 5e

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:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Choose one skill a paladin gains at 1st level.  You are now proficient in that skill.
  • You gain the Lay On Hands ability of a paladin.  Your total level counts for your levels of paladin for the Lay On Hands ability.
  • Choose a god.  You must uphold the god’s values or you lose the abilities granted by this feat.


Daily Punch 1-16-15 Paladin Priest feat for DnD 5e

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.

  • Gain +1 charisma to a maximum of 20.
  • Gain a number of cantrips as if you were a cleric of your paladin level.  As you gain levels in paladin, you gain additional cantrips as cleric would


Daily Punch 12-4-14 Holy Touch Feat for DnD 5e

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?