# Paladins

## Oath of Conquest Paladin
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*"Crush your enemies, to see them driven before you, and to hear the lamentations of their women."*

*Moklud - Hobgoblin Paladin, Warmaster*

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***Imposing Figure.*** Conquest Paladins are known and feared throughout their territories, imposing figures, ruling through fear and enforcing with an iron fist. 

These Paladins will often rises to the top of their military units, taking command through god-given skill and might. These are not followers, but born leaders.

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> ## Paladin, Oath of Conquest
>*Medium humanoid (hobgoblin), lawful evil*
> ___
> - **Armor Class** 20 (plate, shield) 
> - **Hit Points** 135 (18d8 + 54)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|16 (+3)|13 (+1)|11 (+0)|16 (+3)|
>___
> - **Saving Throws** Str +11, Cha +10
> - **Skills** Intimidation +7, Religion +5
> - **Senses** Darkvision 60 ft., passive Perception 10
> - **Languages** Common and Goblin
> - **Challenge** 9 (1,100 XP)
> ___
> ***Aura Of Conquest, Courage and Protection.*** While the paladin is conscious, it and any friendly creature within 10 feet gain a +3 bonus to all saving throws, and can't be frightened.    
>    Additionally any enemy in the aura has disadvantage on saving throws against being frightened. 
>
> ***Conquering Strike (Recharges after a Short or Long Rest).*** When the paladin hits a creature with a melee weapon attack as part of the attack action, the paladin can force the target to make a Wisdom saving throw (DC 15). On a failed save, the target becomes frightened of the paladin for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.  
>
> ***Saving Face (Recharges after a Short or Long Rest).*** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If the paladin misses with an attack roll or fails an ability check or a saving throw, it can gain +4 to the roll.
>
> ***Spellcasting.*** The paladin is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It has the following paladin spells prepared:
> 
>1st level (4 slots): *armor of Agathys, command, searing    
>    smite*  
>2nd level (3 slots): *branding smite, locate object*  
>3rd level (3 slots): *aura of vitality, blinding smite,  
>    dispel magic*  

> ### Actions
> ***Multiattack.*** The paladin makes three longsword attacks. 
>
> ***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant damage.
>
> ***Divine Sense (3/Day).*** The paladin opens their senses to the divine. Until the end of it's next turn, it knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, the paladin also detects the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell. 
>
> ***Lay on Hands (Recharges after a Long Rest).*** The paladin's blessed touch can heal wounds. it has a pool of healing power it can use to restore up to 55 hit points.  
>    The paladin can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.  
>    Alternatively, it can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it. The paladin can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  
>     This action has no effect on undead and constructs. 

<div class='footnote' style='position:absolute;bottom:30px;right:60px'>#### Created by u/IndirectLemon </div>

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## Oath of Treachery Paladin

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*"Don't worry, friend, I'll tell your family you died with honour."*

*Nillinar Venydark - Half-elven Paladin, Opportunist.*

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***Tricks of the Trade.*** Sometimes there are those who seem trustworthy, stalwart allies for months, or even years. Sometimes those people are the ones that will stab you in the back once the moment arrives.  
  
Not that these Paladins aren't dependable, if you suit their agenda they'll be your best friend. The servents of trickster gods just know to put themselves first, in all circumstance.  

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> ## Paladin, Oath of Treachery   
>*Medium humanoid (half-elf), lawful neutral*
> ___
> - **Armor Class** 18 (studded leather, shield) 
> - **Hit Points** 135 (18d8 + 54)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|15 (+2)|13 (+1)|11 (+0)|15 (+2)|
>___
> - **Saving Throws** Dex +9, Cha +7
> - **Skills** Deception +5, Persuasion +5, Stealth +7
> - **Senses** Darkvision 60 ft., passive Perception 10
> - **Languages** Common, Dwarvish and Elvish
> - **Challenge** 5 (1,100 XP)
> ___
> ***Aura Of Protection and Treachery.*** While the paladin is conscious, it and any friendly creature within 10 feet gain a +2 bonus to all saving throws and gains advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.  
>
> ***Spellcasting.*** The paladin is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). It has the following paladin spells prepared:
> 
>1st level (4 slots): *charm person, expeditious retreat,  
> &nbsp;&nbsp;  wrathful smite*  
>2nd level (3 slots): *branding smite, invisibility*  
>
> ### Actions
> ***Multiattack.*** The paladin makes two rapier attacks. 
>
> ***Rapier.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
>
> ***Divine Sense (2/Day).*** The paladin opens their senses to the divine. Until the end of it's next turn, it knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, the paladin also detects the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell. 
>
> ***Lay on Hands (Recharges after a Long Rest).*** The paladin's blessed touch can heal wounds. it has a pool of healing power it can use to restore up to 35 hit points.  
> &nbsp;&nbsp; The paladin can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.  
> &nbsp;&nbsp; Alternatively, it can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it. The paladin can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  
>  &nbsp;&nbsp; This action has no effect on undead and constructs. 
>
> ### Reactions
> ***Treacherous Strike (3/Day).*** If a creature within 5 feet of the paladin misses with a melee attack, the paladin can force the attacker to reroll that attack against a creature of the paladin's choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. 

<div class='footnote' style='position:absolute;bottom:30px;right:60px'>#### Created by u/IndirectLemon </div>

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