The Paladin
Due to the high amount of latent Divine energy found within Hyrule there are many Paladins within the world. These Paladins channel divine power to further whatever their cause may be and can be found in all civilizations throughout Hyrule. Unlike Clerics, Paladins are not tied to the deities found in the land and as such do not disrupt the precious reserves of power they hold even if Paladins may champion a cause for one of them.
New Paladin Spells
- 1st Level: Conjure Weapon, Summon Soldier
- 2nd Level: Guiding Light, Vehicle Sigil
- 3rd Level: Daruk’s Protection, Form to Fairy, Riju’s Charge
- 4th Level:
- 5th Level: Courageous Continue, Duel of Power, Reflect, Wisdom’s Will
Oath of Adventure
Tenets of Adventure
Though the exact words and strictures of the Oath of Adventure vary, Paladins of the oath share these tenets:
Delving. Unravel the secrets of the past for a better tomorrow.
Freedom. Free others so they have the capability to pursue their own desires.
Triumph. Never back down from a challenge set before you. Learning from new challenges is the only way to improve yourself.
Truth. Bring light to the truth in your own words and the words of others.
Wanderlust. No single location is truly home.
3rd Level: Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level in the Oath of Adventure Spells table, you thereafter always have the listed spells prepared.
3rd Level) Identify, Wind Compass
5th Level) Find Traps, See Invisibility
9th Level) Haste, Protection from Energy
13th Level) Arcane Eye, Divination
17th Level) Control Winds, Legend Lore
3rd Level: Radiant Tool
As an action you expend one use of your Channel Divinity to conjure a large magical tool or vehicle that helps in exploration, such as a canoe, rope, shovel, paraglider, snowboard, stepladder, or 10-foot pole. This object is magical, sheds dim light out to 5 feet, and disappears after 1 hour or you use a bonus action to dismiss it.
3rd Level: Wanderlust
Your movement speed and the movement speed of a being summoned by you with Find Steed increases by 10 feet.
7th Level: Aura of Movement
You and your allies are immune to the Slowed condition and difficult terrain while in your Aura of Protection. If a Slowed ally enters the aura, that condition is suppressed while that ally is there.
15th Level: Adventurous Smite
Whenever you use one of your Smite spells you may have yourself and your target teleport up to 5 feet per level of the spell slot expended. Both you and the target must end this teleportation adjacent to one another.
20th Level: Unrestrained Aura
Your Aura of Movement feature applies to the Immobilized, Grappled, Petrified, and Restrained conditions (in addition to the Slowed condition).
Though the exact words and strictures of the Oath of Adventure vary, Paladins of the oath share these tenets:
Delving. Unravel the secrets of the past for a better tomorrow.
Freedom. Free others so they have the capability to pursue their own desires.
Triumph. Never back down from a challenge set before you. Learning from new challenges is the only way to improve yourself.
Truth. Bring light to the truth in your own words and the words of others.
Wanderlust. No single location is truly home.
3rd Level: Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level in the Oath of Adventure Spells table, you thereafter always have the listed spells prepared.
3rd Level) Identify, Wind Compass
5th Level) Find Traps, See Invisibility
9th Level) Haste, Protection from Energy
13th Level) Arcane Eye, Divination
17th Level) Control Winds, Legend Lore
3rd Level: Radiant Tool
As an action you expend one use of your Channel Divinity to conjure a large magical tool or vehicle that helps in exploration, such as a canoe, rope, shovel, paraglider, snowboard, stepladder, or 10-foot pole. This object is magical, sheds dim light out to 5 feet, and disappears after 1 hour or you use a bonus action to dismiss it.
3rd Level: Wanderlust
Your movement speed and the movement speed of a being summoned by you with Find Steed increases by 10 feet.
7th Level: Aura of Movement
You and your allies are immune to the Slowed condition and difficult terrain while in your Aura of Protection. If a Slowed ally enters the aura, that condition is suppressed while that ally is there.
15th Level: Adventurous Smite
Whenever you use one of your Smite spells you may have yourself and your target teleport up to 5 feet per level of the spell slot expended. Both you and the target must end this teleportation adjacent to one another.
20th Level: Unrestrained Aura
Your Aura of Movement feature applies to the Immobilized, Grappled, Petrified, and Restrained conditions (in addition to the Slowed condition).
Oath of the Dark Dragon
Tenets of the Dark Dragon
Though the exact words and strictures of the Oath of the Dark Dragon vary, Paladins of the oath share these tenets: Chaos. The natural order of the world is chaos. Sow it whenever you can. Dismissiveness. Don’t expend unnecessary reserves of strength on those lesser than you. Intimidation. Threaten and coerce who you can to get what you want. Their hesitancy is your opportunity. Strength. Work towards becoming as physically powerful as possible. Withering. Spread darkness by destroying nature. 3rd Level: Oath Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level in the Oath of the Dark Dragon Spells table, you thereafter always have the listed spells prepared. 3rd Level) Absorb Elements, Cause Fear 5th Level) Alter Self, Dragon’s Breath 9th Level) Fireball, Fly 13th Level) Elemental Bane, Polymorph 17th Level) Flame Strike, Summon Draconic Spirit 3rd Level: Scales and Fire Your smite spells may deal fire or necrotic damage instead of their regular types. In addition you may expend a use of your Channel Divinity as a reaction to reduce the damage you take from an attack by 1d6 + your Paladin level. 7th Level: Frightful Aura Enemies within your Aura of Protection must succeed on a Wisdom saving throw or they are frightened until they leave this aura. At the end of each of their turns a creature may repeat this saving throw, ending its effects on a success. Once a creature saves against this they are immune to your Frightful Aura for the next 24 hours. The DC for this feature is equal to 8 + your proficiency bonus + your Charisma modifier. 15th Level: Smiting Breath You may use a bonus action to target all creatures within a 15-foot cone from you with one of your divine smites, expending the spell slot and only hitting a target if they fail a Dexterity saving throw. 20th Level: Dragon’s Desperation As a reaction when reduced to half your hit points or fewer you transform into a Dark Dragon for 1 minute, retaining your HP, mental ability scores, and Paladin features and Spellcasting. While transformed in this way your equipment merges into your form and you may end this effect early with a bonus action. You must take a long rest to use this feature again. |
Oath of the Royal Knight
Chivalry. Follow the moral code of the society you stand for.
Heraldry. Protect the royal family and those that maintain their rule.
Rigor. Practice with the sword and spear daily.
Teamwork. Work with others to the best of your ability. As a group greatness can be achieved.
Tradition. Teach your crafts, code, and tenants to the future generations of your family.
3rd Level: Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level in the Oath of the Royal Knight Spells table, you thereafter always have the listed spells prepared.
3rd Level) Shield, Summon Soldier
5th Level) Hold Person, Magic Weapon
9th Level) Dispel Magic, Motivational Speech
13th Level) Fabricate, Mordenkainen’s Private Sanctum
17th Level) Hold Monster, Reflect
3rd Level: Warding Light
As a bonus action you may expend a use of your Channel Divinity and select a single ally within 30 feet of you as your ward. For the next minute you may use your reaction to teleport to a space adjacent to them whenever they would be attacked, becoming the target of the triggering attack instead.
7th Level: Aura of Allegiance
Your Aura of Protection makes those around you better at joining their cause and keeping their allegiances true. You and your allies in the aura gain a bonus to Persuasion checks and saving throws to resist or remove the Charmed condition equal to your Charisma modifier (minimum bonus of +1).
15th Level: Lifebond
Whenever you would regain hit points your ward regains an equal number of hit points, provided they are within 30 feet of you.
20th Level: Familial Protector
You may make each willing ally within 30 feet of you your ward when using your Warding Light feature and you do not need to use a reaction when using your Warding Light feature.
Heraldry. Protect the royal family and those that maintain their rule.
Rigor. Practice with the sword and spear daily.
Teamwork. Work with others to the best of your ability. As a group greatness can be achieved.
Tradition. Teach your crafts, code, and tenants to the future generations of your family.
3rd Level: Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level in the Oath of the Royal Knight Spells table, you thereafter always have the listed spells prepared.
3rd Level) Shield, Summon Soldier
5th Level) Hold Person, Magic Weapon
9th Level) Dispel Magic, Motivational Speech
13th Level) Fabricate, Mordenkainen’s Private Sanctum
17th Level) Hold Monster, Reflect
3rd Level: Warding Light
As a bonus action you may expend a use of your Channel Divinity and select a single ally within 30 feet of you as your ward. For the next minute you may use your reaction to teleport to a space adjacent to them whenever they would be attacked, becoming the target of the triggering attack instead.
7th Level: Aura of Allegiance
Your Aura of Protection makes those around you better at joining their cause and keeping their allegiances true. You and your allies in the aura gain a bonus to Persuasion checks and saving throws to resist or remove the Charmed condition equal to your Charisma modifier (minimum bonus of +1).
15th Level: Lifebond
Whenever you would regain hit points your ward regains an equal number of hit points, provided they are within 30 feet of you.
20th Level: Familial Protector
You may make each willing ally within 30 feet of you your ward when using your Warding Light feature and you do not need to use a reaction when using your Warding Light feature.