Paladin

Oath of Bushido

Tenets of Bushido

All paladins who take the Oath of the Warrior will follow these tenets until the day they die.

Righteousness. When you judge another, you do not define them; you define yourself.

Benevolence. No man is useless who spends his energy in lifting up others.

Respect. Give freely, and work to earn from those that are deemed worthy of giving it.

Discipline. Without self-control, your will is not your own.

Loyalty. Devotion is the pillar which upholds the temple of self.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Bushido Spells
Paladin Level Spells
3rd Bane, Guiding Bolt
5th Aid, Spiritual Weapon
9th Crusader's Mantle, Spirit Guardians
13th Banishment, Guardian of Faith
17th Flame Strike, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dancing Blade As an action, you can go into a trance that hones your focus using your channel Divinity, and you move through the battlefield like a cutting wind. For 1 minute, whenever you make an attack, you can use your bonus action to make a single extra attack. Additionally, your movement speed increases by 10 feet until your Channel Divinity ends. You cannot cast spells during this time.

You can end this effect on your turn as part of any other action.

Rising Sun As an action, you present your weapon to your enemies as it blazes with a bright light, using your Channel Divinity. Any enemy within 30 feet of you that can see you must make a Constitution saving throw, or be blinded for 1 round. A creature must rely on its sight in order to be affected by this feature.

Additional Fighting Style

Starting at 7th level, you can choose a second option from the Fighting Style class feature.

Fighting Spirit

When you reach 15th level, you can use your Lay of Hands ability on any friendly creature you can see within 30 feet.


The Divine Wind

At 20th level, you can use your action to enter a deadly battle trance. For 1 minute, you gain the following benefits.

  • Whenever you make a melee weapon attack, you deal an additional 10 radiant damage.
  • Once per turn, you can add +3 to your AC against a melee attack that would hit you. To use this, you must see the attacker and be wielding a melee weapon.
  • Ranged weapon attacks against you are made at disadvantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Reason

Tenets of Reason

All paladins who take the Oath of the Reason exemplify, embody, and espouse the following tenets:

Existence . The perceptually self-evident fact at the base of all other knowledge

Consciousness. The faculty of perceiving that which exists.

Identity. It is entities that act, and every action is the action of an entity.

Logic. One can attain objective knowledge from perception

Individualism. The only social system consistent with this morality is one that displays full respect for individual rights

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Reason Spells
Paladin Level Spells
3rd faerie fire, protection from evil and good
5th detect thoughts, zone of truth
9th counterspell, speak with dead
13th aura of purity, freedom of movement
17th commune, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Turn Delusions As an action, you present your holy symbol and utter powerful words that destroy illusions around you. Each invisible creature, shapechanger or creatures whose form was changed by magic 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. Invisible creatures turned this way are automatically revealed, and shapechangers or creatures whose form was changed by magic that are turned revert back to their normal form.

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 use 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 actions.

Appeal to Force You can expend your Channel Divinity and the next creature you hit must make a Constitution saving throw. Fiends have disadvantage on this saving throw. On a failed save, the attack becomes a critical hit.

Aura of Rationale

Starting at 7th level, friendly creatures within 10 feet of you add your Charisma modifier (minimum 1) to saving throws vs being Charmed or Enchantment spells.

At 18th level, the range of this aura increases to 30 feet.

Piercing Gaze

When you reach 15th level, your grounding in reality allows you to see only objective reality. Whenever you use your Channel Divinity, you gain truesight to a range of 120 feet for 1 minute.

In addition, your Divine Sense is always active.

Embodiment of Truth

At 20th level, you can use your action to become a living embodiment of objective reality. For 1 minute, you gain the following benefits:

  • Friendly creatures within 30 feet of you have Truesight out to 60 feet.
  • You are under the effect of the spell zone of truth as if it had been cast centered on you.
  • For the duration, Celestials, elementals, fey, Fiends, and Undead have disadvantage on Attack rolls against you. As an action, you can make a melee spell Attack against a celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they are already on their home plane, they take an additional 2d8 radiant damage. Using this attack ends this feature.

Once you use this feature, you can't use it again until you finish a long rest.