Paladins: Sacred Oaths Created by u/UndeadPriest94

Oath of Carnage The light that fuels the Oath of Carnage is the fires of war and bloodshed. Those who follow this oath live to fight, kill, propagate violence and revel in the terror they've induced. Known as blood knights and holy berserkers, paladins of this oath commonly wear armor stained in blood, carry a plethora of weapons, and keep trophies from their victories. Do not expect these paladins to save and protect; they only live for war and destruction. When used right, paladins of carnage can be devastating weapons against invading forces and tyrannical dictatorships, but be ready when they decide to start a fight with those who enlisted them. Tenants of Carnage At its core, the tenants of carnage are built upon causing as much violence as one can, whether by their bare hands or through their influence. Ready to Fight! I am always ready for a fight! I keep my blade in my grip so as to smite down any foe that challenges me! Break my Enemies! When I battle, I mustn't simply accept my enemy's defeat! I must see them broken before me, whether in body, mind or both! Provoke Bloodshed. I seek to start violent conflicts wherever I can! From as small as a tavern brawl to as massive as a war, I must make sure blood is being spilt! Bathe in my Reputation. People will see me as the harbinger of death and destruction, and I shall embrace it! It is my honor and my glory! Oath of the Hunter Features Level Features 3rd Oath Spells, Channel Divinity 7th Aura of Bloodlust 15th Divine Critical 20th Carnage Incarnated Oath Spells You gain oath spells at the paladin levels listed in the Oath of Carnage Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Carnage Spells Paladin Level Spells 3rd cause fear, hex 5th earthbind, heat metal 9th fear, fireball 13th sickening radiance, wall of fire 17th immolation, steel wind strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.



Divine Rage. As a bonus action, you can use your Channel Divinity to enter a holy-powered rage. For 1 minute, you gain resistance to fire, poison and radiant damage, as well as to bludgeoning, piercing and slashing damage from nonmagical weapons. In addition, you have advantage on Strength checks and saving throws. During this rage, you can't cast spells or use your Lay On Hands feature. Induce Rampage. As an action, you can target a creature you can see within 30 feet of you. The target must make an Intelligence saving throw. A creature with immunity to being charmed automatically succeeds. On a failed save, the target devolves into a wild rage for 1 minute. During this time, the target treats all creatures as hostile and must use turn moving to the closest creature and take the Attack action using a melee weapon on the closest creature it can reach. It must make as many attacks as it can, moving the next closest creature after if fells its previous creature. The target can repeat its saving throw at the end of its turn, ending the effect on a success. It has advantage on this saving throw if it took no damage after the end of its last turn but before it makes the save. 1

Aura of Bloodlust Starting at 7th level, you produce an aura that drives a blood lust in you and your allies. Once per turn while you're conscious, you or a friendly creature within 10 feet of you have advantage on an attack roll on a creature that has less than half its hit point maximum. You choose when this advantage occurs. When you reach 18th level, the range of this aura extends out to 30 feet. Divine Critical Starting at 15th level, the powers of divine violence enhances your brutality. When you score a critical hit, you deal additional radiant damage equal to your paladin level. In addition, a critical hit you score cannot be reduced to a normal hit by any means. Carnage Incarnated At 20th level, you can imbue yourself with the power of violence and bloodshed. As an action, you become carnage incarnated. For 1 minute, you gain the following benefits: You deal double damage to buildings and objects.

When a creature takes damage from you, it cannot regain hit points until the beginning of your next turn.

If you deal enough damage to reduce a creature to 0 hit points, the creature cannot use any feature or trait that would allow it to be reduced to 1 hit point instead.

You produce an aura that extends from you 30-feet out. You regain 5 hit points when you or a creature in this aura takes damage, 10 hit points when you or a creature in this aura are hit with a critical hit or if a creature other than you is reduced to 0 hit points but doesn't die outright, and 20 hit points when a creature in this aura other than you dies. Once you use this feature, you can't use it again until you finish a long rest. 2

Oath of the Hunter Where most paladins present charisma and renown, the paladins of the Oath of the Hunter seek out evil to destroy, all without being seen. Combining a divine power for tracking evil and the gift of being hidden by the gods from the world, these warriors are never foreseen or remembered until their mission is complete. Known as hunting knights and hidden slayers, these paladins prefer obscurity over renown. This oath allows many warriors, but only as far as they are not evil. Tenants of the Hunter The tenants of the Oath of the Hunter are strongly tied to dedication and precision, but all the while being careful and obscure. Find Evil. My goal is to find the evil that stays hidden from all. Destroy Evil. Once the evil is found, it must be destroyed and cleansed for good. Never Harm the People. I do not kill people, I only destroy evil. Any harm to the innocent is unallowable. Remain Hidden. I mustn’t allow my identity be known, even when sung in praise. My work is a secret one, and only the gods can know. Oath of the Hunter Features Level Features 3rd Oath Spells, Channel Divinity, Silent Knight 7th Aura of Obscurity 15th Hunter's Sight 20th Hidden Watcher Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Hunter Spells table. See the Sacred Oath class feature for how oath spells work. Oath of the Hunter Spells Paladin Level Spells 3rd detect evil and good, hunter’s mark 5th invisibility, pass without trace 9th gaseous form, nondetection 13th dimension door, locate creature 17th modify memory, scrying Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Find Evil. As an action, your senses are improved to find evil in any form, using your Channel Divinity. For 1 hour, you can sense the location of any evil creature within 60 feet of you. You don’t know the type of creature it is but you do know whether it's chaotic evil, lawful evil or neutral evil.



Strike Evil. As an action, you imbue one weapon with the power to reveal and strike evil for 1 minute, using your Channel Divinity. Once per turn, when you make an attack with this weapon against an evil creature, you can give yourself a bonus to your attack roll equal to your Charisma modifier (minimum of +1). If you hit an evil creature that's hidden by magic or in an alternate form, it must succeed on a Charisma saving throw or its true form is revealed; a shapechanger reverts back into its true form, an invisible creature becomes visible, and any illusion or transmutation magic that disguises or modifies a creature is dispelled. If the weapon is not already magical, it becomes magical during the effect. You can deactivate the effect as a free action. It also deactivates if you drop the weapon or put it away. Silent Knight Also at 3rd level, your ability to hide from the world is improved. You have proficiency in your choice of Deception or Stealth. In addition, wearing medium or heavy armor doesn’t impose disadvantage on Dexterity (Stealth) checks for you. 3

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Obscured by the Gods Beginning at 7th level, you are shrouded in obscurity. Once a creature ceases to see, hear, or otherwise detect you, it forgets your name, your appearance, your voice, any identifying features, and anything you say. The only things it can remember is your sex (if it can be discerned) and your type. As an action, you can touch a creature and allow it to remember one, a few or all aspects of you. Likewise, creatures will never connect you to any description or likeness of you, like a wanted poster or a statue of you. This effect doesn’t make you undetectable; if you’re spotted sneaking into a location, a creature will forget what you looked like but knows that an individual is trespassing. Creatures with immunity to mind-altering effects are immune to this feature, as are constructs, creatures with truesight, and other creatures with this feature. At 18th level, after a long rest, you can choose any number of creatures to be included in this effect while they are within 30 feet of you. As a bonus action, you can choose to revoke this effect from any of these creatures, as well.



Hunter’s Sight Starting at 15th level, you can sense the world as it truly is. You can see invisible creatures and through illusion magic, and you can see the true form of any shapechanger or creature hidden by transmutation magic up to 30 feet from you. Hidden Watcher At 20th level, you can enter a state of near-utter indetectability with eyes to see everything. As an action, you transform. For 1 minute, you gain the following benefits: You become invisible.

You gain the benefits of the nondetect spell.

You gain truesight out to 120 feet.

You can't be blinded or deafened. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Inquisition While paladins as a whole focus their efforts to combat creatures of evil and darkness, paladins of the Inquisition focuses their efforts on destroying what they deem the most evil: heresy. Best known as heretic hunters and holy cleansers, these paladins commonly wear symbols and tools of their work. The best known of these symbols are a replica (or sometimes real) dog head and a candle snuffer, to symbolize their duty to sniff out heresy and snuff it out. Tenants of the Inquisition The tenants of the Oath of the Inquisition is dedicated to hunting down what you see as heresy and blaspheme. Hunt Down Heresy. To destroy the heretics, I must first find them. No Mercy for Heresy. Once I have found the heretics, I do everything in my power to devastate them. I shall not show mercy or tolerance to those who defy divine law. Drown Out Heresy. Once the heresy is destroyed, I must make sure it never rises again. I destroy heretic symbols, tear down establishments of blasphemous powers, and execute all followers who cannot be saved. Turn Away from Heresy. When I find those lost in their faith but can be saved, I take a moment to pull them away from the path of blaspheme and into the grace of the true faith. Oath of the Inquisition Features Level Features 3rd Oath Spells, Channel Divinity 7th Aura of Punishment 15th Blaspheme Resistance 20th Heretic Slayer Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Inquisition Spells table. See the Sacred Oath class feature for how oath spells work. Oath of the Inquesition Spells Paladin Level Spells 3rd command, find familiar 5th hold person, zone of truth 9th counterspell, slow 13th locate creature, Otiluke's resilient sphere 17th planar binding, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Arrest. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to attempt to bind and silence it it. The target must succeed on a Strength saving throw or drop all items in its hands and be bound by supernatural bands for 1 minute. While bound this way, the



target is restrained and cannot speak. The creature can repeat its saving throw at the end of its turn, ending the effect on a success. Find Heretic. You can use your Channel Divinity seek direction towards blasphemy. As an action, you describe or name a creature. If the target is within 1 mile of you, you know the exact distance and direction of the target creature or the closest creature that's the closest fit for what you're looking for. You cannot find the creature if you use a description that doesn't fit its current form, such as if it's under the effect of the polymorph spell, or if you use a name that's not the creature's true name. 5

Aura of Punishment Starting at 7th level, you produce an aura that punishes your enemies. Whenever a creature within 10 feet of you that isn't you or an ally makes a saving throw, they must roll a d4 and subtract the roll from their saving throw. This effect doesn't occur if you're incapacitated. When you reach 18th level, the range of this aura extends out to 30 feet. Blaspheme Resistance Starting at 15th level, your faith provides shielding from blasphemous magic. You have resistance to damage from spells. Heretic Slayer At 20th level, you gain the ability to overcome blasphemy. As an action, you become the ultimate heretic slayer. For 1 minute, you gain the following benefits: You gain truesight out to 120 feet.

Spell attacks on you are at disadvantage if the attacker is within 30 feet of you.

When you're the target of a spell, you can use your reaction to automatically succeed on the save and take no damage. Once you use this feature, you can't use it again until you finish a long rest. What is Heresy? The definition of heresy varies between paladins of this oath. A paladin of this oath may tolerant arcane magic and the worship of other gods, only seeing heresy in supernatural evils and those that worship them. As such, they can be tolerant of wizards and druids but not of cultists and warlocks. A more extreme paladin, on the other hand, may only see the worship and magic of your faith as being true, and that all other kinds of magic and worship as being heresy. As such, they see wizards and druids are as heinous and blasphemous as cultists that worship demons. These paladins are most likely to serve as villains. 6

Oath of the Wild To the Oath of the Wild, it is the natural world that must be saved. Followers of this oath stand guard to the beast and plants of the lands, protecting it from the invasive forces of civilization. Known as wild knights and nature wardens, these paladins associate themselves with the creatures, spirits and fellow protectors of nature. While all paladins of the Wild live to protect nature, the lengths they go to do so range greatly between individuals. Reasonable paladins are willing to use cooperation and negotiation to keep civilized expansion from going too far but willing to give a firm hand when necessary. More ruthless paladins will lead bloody campaigns against civilizations, believing that only through the destruction of industry and expansion can nature live on forever. Tenants of the Wild The tenants of the Oath of the Wild are built around protecting the natural world and keeping civilization from expanding beyond its boarders. Preserve Nature. I must make sure that the natural world survives. I stand up for the beasts, the plants and the spirits of nature against those that threaten them. Keep Balance. To make sure that nature is preserved, I must keep balance within it. I make sure populations are in check, forest fires occur when they must and invasive creatures have no chance to thrive. Heal the Land. When the land is devastated, I must help it recover. By my efforts, trees regrow after deforestation, animals repopulate after overhunting, and water returns after it is stolen by dams. Curb Civilization. I must make sure that the civilized world does not expand beyond its boarders. If expansion threatens the sanctity of nature, then I will do my best to keep them from going further. Oath of the Wild Features Level Features 3rd Oath Spells, Channel Divinity, Speaker of Nature 7th Aura of the Wild Heart, Land's Stride 15th Immortal Warden 20th Wild Master Oath Spells You gain oath spells at the paladin levels listed in the Oath of the Wild Spells table. See the Sacred Oath class feature for how oath spells work. Oath of the Wild Spells Paladin Level Spells 3rd animal friendship, ensnaring strike 5th enhance ability, heat metal 9th conjure animals, plant growth 13th conjure woodland being, guardian of nature 17th conjure elemental, tree stride

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Turn the Unnatural. You can use your Channel Divinity to turn away creatures with no semblance of natural life. As an action, you raise your holy symbol and speak a prayer. Each construct and undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its save, it is turned for 1 minute or until it takes damage. A turned 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 only uses the Dash action to try and escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Wild Walker. You can use your Channel Divinity to attune yourself to the land. As a bonus action, you grant yourself a +5 bonus to Wisdom (Animal Handling) and Wisdom (Survival) checks for the next 10 minutes. 7



Speaker of Nature Also at 3rd level, you can speak, read and write Primordial and Sylvan. Aura of Striding Starting at 7th level, you produce an aura that allows you and your companions to move through the wilderness without being slowed. You and each friendly creature that starts it turn within 10 feet of you nonmagical ignore difficult terrain, as well pass through nonmagical plants without being slowed or taking damage from them if they have thorns, spines or similar hazards. In addition, you and each friendly creature within 10 feet of you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. When you reach 18th level, the range of this aura extends out to 30 feet. Immortal Warden Starting at 15th level, you are immune to poisons and your hit point maximum can't be reduced by any means. In addition, you suffer none of the drawbacks of old age, and you can't be magically aged.

Primal Lord At 20th level, you can embrace the might of nature, which grants you and your fellow spirits of nature impressive primal energy. As an action, you can transform into a primal lord. For 1 minute, you gain the following benefits: You and every friendly beast, elemental, fey and plant within 30 feet of you have resistance to bludgeoning, piercing and slashing damage from metal weapons.

At the start of your turn, you and each friendly beast, elemental, fey and plant within 30 feet of you regain 10 hit points.

When you and each friendly beast, elemental, fey and plant within 30 feet of you hits a creature with an attack, the target creature takes additional radiant damage equal to your Charisma modifier (minimum of +1). Once you use this feature, you can't use it again until you finish a long rest. 8