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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual, and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the paladin class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You would like to play as a pious dwarf paladin 
  worshiper of Moradin that decides to become a hammer 
  of Moradin. You also can be a paladin that consider 
  itself above all, and decide to do not have physical 
  contact with other creatures cause they are impure, 
  swearing the Oath of Purity. Or you could be a paladin 
  that discover the farce of the deities through the Oath of 
  Reason, and have the duty to show this farce to 
  everyone. Or you could be a paladin that uses terror as 
  weapon, filling the heart of their foes with fear through 
  the Oath of Damnation. 
  At this supplemental rulebook are presented ten new 
  sacred oaths. Certainly, one of than will fit the concept 
  you imagine for your paladin. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  March 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE PALADIN 
  Wearing a shining armor and raising its hand wielding 
  a sword, this proud knight makes a motivational speech 
  in battlefront. The tired solders from endless days of 
  fight listen to the knight. Its words inflame the hearts 
  of the listeners that recover their breath and led by the 
  knight, charge against the horde of creatures of the 
  Abyss. 
  The role of a paladin it’s not just to punish the 
  evildoers, but motivate and give hope to desperate 
  people, and protect the weak and afflicted. A sacred 
  champion does so, but the actions of a knight of justice 
  can drastically vary depending the order he join. 
   
  CLASS FEATURES 
  As a paladin, you has features that exalts the spirit of 
  justice and kindness. You are a sacred warrior with 
  moderate caster ability to help you in your endless 
  battle against evil. 
   
  DIVINE SENSE 
  Raising your hand, you can fell the presence of beings of 
  evil essence. Creatures of the lower planes, upper 
  planes, and the walking dead cannot pass unnoticed 
  before your sixth sense. 
   
  LAY ON HANDS 
  You can recover the wounds of any living being you 
  touch. Your hands can channel the blessed energy 
  granted to you by the gods and celestial forces. 
   
  FIGHTING STYLE 
  As a warrior, you choose a fighting style that better suit 
  your way to fight evil. Your fighting style prioritizes the 
  melee combat, since most of your fight and magical 
  skills are focus on this sort of combat. 
   
  SPELLCASTING 
  As a secondary spellcaster, your spells are not the main 
  source of your power. Your spells are used to aid and to 
  amplify your utility, instead of serve as your primal 
  resource. You are a proficient warrior that use spells in 
  crucial moments to resolve difficult situation as fast as 
  possible. 
   
  DIVINE SMITE 
  You can unleash powerful strikes imbued with sacred 
  energy against your most challenging enemies. The 
  power of this attack is greater against creatures 
  essentially evil. 
   
  DIVINE HEALTH 
  Thanks to the bless of the gods or other celestial beings 
  that watch for you, your health is perfect and no illness 
  can take you down. 
  SACRED OATH 
  The sacred oath of a paladin differs entirely the beliefs 
  and action among the paladin orders. The tenets you 
  follow are like a code of conduct that directs your 
  actions and world’s view. In the Player’s Handbook are 
  presented three oaths. Here are presented ten new 
  slopes of this class feature, bringing a huge variety for 
  the kind of paladin you want to be. The new sacred 
  oaths are presented in the final of this brief description 
  of the paladin class features. 
   
  ABILITY SCORE IMPROVEMENT 
  As a paladin, your most influent ability is Charisma. 
  Since you are a born leader, a high Charisma score 
  allow you to convince the people more efficiently. 
  However, in time of combat a high Strength and 
  Constitution scores are indispensable. Nevertheless, 
  you can find some feats that can expand even more your 
  versatility, or improves the focus in some aspect you 
  wish to exalt on your character (see chapter 6 on 
  Player’s Handbook). 
   
  EXTRA ATTACK 
  When you reach certain level of experience in combat, 
  you can wield your sword faster without accuracy loss. 
  Your attacks become even more wasting when imbued 
  with divine energy. 
   
  AURA OF PROTECTION 
  Your self-confidence and influence are granted to your 
  allies through an aura that improves the defenses of 
  everyone near you. 
   
  AURA OF COURAGE 
  While with you, I fear no evil. These are the words of 
  the allies of a paladin, full of courage while are led by 
  him.  
   
  IMPROVED DIVINE SMITE 
  An experienced paladin improves its ability to smite 
  foes with powerful attacks imbued with sacred energy. 
   
  CLEANSING TOUCH 
  Your touch not only close wound but also can remove 
  magical effects your allies are suffering. While you are 
  watching them, your allies has nothing to fear. 
   
  SACRED OATHS 
  At this supplemental rulebook are presented ten new 
  sacred oaths you can choose instead of the sacred oaths 
  presented in the Player’s Handbook. The Oath of 
  Balance, the Oath of Brotherhood, the Oath of Conflict, 
  the Oath of Damnation, the Oath of Freedom, the Oath 
  of Mercy, the Oath of Ordination, the Oath of Purity, 
  the Oath of Reason, the Oath of the Hammer. 
  
   
  OATH OF BALANCE 
  The Oath of Balance seek keeps the scales of the 
  multiverse always balanced. Neither good nor evil must 
  win the endless battle they fight. If this scales shaken, 
  the likely fate is the domination of the winner kind, or 
  worst – the destruction of the multiverse. As a paladin 
  of the scales, as are known a paladin that take this 
  oath, you must keep the balance wherever you go. 
  Either by legal or illegal means. The justice of the man 
  means nothing to you. The greater good of keep the 
  balance of the multiverse overcome any law made by 
  ordinary mortals. 
   
  TENETS OF BALANCE 
  The tenets of the Oath of Balance seek just keeps the 
  scales of the multiverse. 
  Seek for Balance. The scales of the multiverse 
  must be balanced. I cannot allow the forces of good or 
  evil overcome each another. 
  Avoid Extermination. For each life taken, one 
  must be kept. I cannot allow a race or kind of creature 
  to be exterminated.  
  Hold Expansion. No civilization must detain global 
  power. I must prevent a realm or creature to achieve 
  domination or control of all resources of a place. 
  Spread Wealth. Everyone has right of a decent life. 
  I cannot allow that a few makes wealth with the misery 
  of many.  
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF BALANCE SPELLS 
  Paladin Level 
  Spells 
  3rd 
  protection against evil and good, sanctuary 
  5th 
  augury, warding bond 
  9th 
  spirit guardians, revivify 
  13th 
  banishment, guardian of faith 
  17th 
  dispel evil and good, raise dead 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Single Combat. You can challenge an enemy to 
  fight you in a single combat, demotivating other to join 
  this man-to-man fight. 
  As an action, you can use your Channel Divinity and 
  choose a hostile creature that you can see within 60 feet 
  of you. You and the target gain advantage on attack 
  rolls against one another and both of you cause half 
  damage with attacks and spells against any creature 
  different of you both for 1 minute. Additionally, any 
  creature different of you both cause only half damage 
  with attacks and spells against you both for the 
  duration. 
  Glorious Sacrifice. You can sacrifice your life 
  energy to keep your party standing when needed. As an 
  action, you can use your Channel Divinity to activate an 
  aura of vital flow between you and any friendly creature 
  within 30 feet of you for 1 minute. While the aura 
  remain, you lose 1d4 hit points and each friendly 
  creature within the aura recover 2 hit points at the end 
  of each of your turns. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
   
  AURA OF FAIRNESS 
  Starting at 7th level, an aura of fairness emanates from 
  you. You and any creatures within 10 feet of you, both 
  friendly and hostile, lose any damage resistance it could 
  have and cannot gain resistance or immunity to 
  damage. If the creature has immunity to damage, it 
  loses this immunity and gain damage resistance to the 
  same type of damage while remain inside the aura. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  EGALITARIAN SMITE 
  At 15th level, when you use your divine smite, you 
  cause 3d8 force damage when you expend a 1st-level 
  spell slot, plus 1d8 for each spell level higher than 1st, 
  to a maximum of 6d8. You cause no extra damage if the 
  target is an undead or a fiend. 
   
  BRING BALANCE 
  At 20th level, when you are badly wounded, you can 
  touch an enemy to try to balance the clash. If you are 
  with less than half your hit point maximum, you can 
  use an action to make a melee spell attack against a 
  hostile creature. If you hit, your current hit points rise 
  to half your hit point maximum and the target must be 
  successful in a Constitution saving throw or its hit point 
  maximum is halved. A target successful in the save 
  takes 10d6 necrotic damage. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF BROTHERHOOD 
  Paladins that join the Brotherhood of Justice swear the 
  Oath of Brotherhood. This order accepts only the most 
  noble and honored paladins willing to sacrifice 
  themselves for their friends or brothers. While on the 
  order, these paladins are taught to defend and honor 
  their friends. They learn to unconditionally respect and 
  love who deserve their confidence, and are willing to die 
  at any moment for the well of their party. 
   
  TENETS OF BROTHERHOOD 
  The tenets of the Oath of Brotherhood exalts the 
  fellowship and friendship between your sworn brothers 
  and allies from your party.  
  Friendship above All. My friends are what really 
  matters. Worth dying for my companions.  
  Second Chance. If a friend of mine lose my 
  confidence, I must give him a second chance. Fail a 
  third time and you become my enemy. 
  Fair Friends. I must choose only good people as my 
  allies. I should not have unfair or vile beings with me.  
  Help the Loved Ones. I must help my brothers and 
  friends. I shouldn’t say no for a cry for help from a 
  beloved one.  
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF BROTHERHOOD SPELLS 
  Paladin Level 
  Spells 
  3rd 
  bless, shield of faith 
  5th 
  aid, warding bond 
  9th 
  glyph of warding, protection from energy 
  13th 
  guardian of faith, death ward 
  17th 
  contact other plane, mass healing word 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Aid Strike. When you hit a creature with an attack, 
  you can use your Channel Divinity to guide your allies. 
  Any creature friendly to you gain a bonus on attack 
  rolls and damage rolls against the creature you hit 
  equal to your Charisma modifier (minimum of +1). 
  Pact of Confidence. You can seal a pact of 
  confidence with an ally of yours. 
  As a bonus action, you can use your Channel Divinity 
  to touch a willing creature. For 1 minute, you reduce 
  any damage you take by half (rounded up). The target 
  takes the other half of the damage. For the duration, 
  any spell you cast on yourself also target the creature 
  you made the pact. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
   
  AURA OF FELLOWSHIP 
  Starting at 7th level, you emanates an aura that 
  strengthens your bonds with your friends. You and any 
  friendly creature within 10 feet of you can use the Help 
  action as a bonus action. 
  Alternatively, a creature affected by this aura can use 
  its reaction to give advantage on the attack roll of a 
  friendly creature it can see within 5 feet of it when this 
  friendly creature makes a melee attack. 
  At 18th level, the range of this aura increases to 30 
  feet. 
  STEADFAST FRIENDSHIP 
  At 15th level, when a creature friendly to you that you 
  can see and that can hear you within 60 feet of you is 
  charmed of frightened, you can finish the charmed or 
  frightened condition with an action. 
   
  UNITY IS STRENGTH 
  At 20th level, when a friendly creature that you can see 
  within 60 feet of you takes damage, you can use your 
  reaction to halves the damage it takes. You take the 
  other half of the damage. Additionally, you and the 
  friendly creature you protects gain advantage on attack 
  rolls against the attacker until the end of the attacker 
  next turn.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF CONFLICT 
  The Oath of Conflict is sworn by paladins that abdicate 
  their duties as guardians and protectors of justice and 
  follow a life of endless combat and war. To the knights 
  of slaughter, the only thing that matters is war. They 
  are forged on the battlefield and their only concern in 
  their career is find a foe strong enough to defeat them. 
  In the world, only the strong prevails, and only the 
  strong has the right to rule. 
   
  TENETS OF CONFLICT 
  The tenets of the Oath of Conflict exalts the war and 
  strife as way of life for its members. 
  Strength makes Right. Only a strong ruler deserve 
  to rule. Weak rulers must be challenged and overthrow.  
  No Mercy. A defeated enemy is a dead enemy. I never 
  take prisoners.  
  Never Retreat. I must not run away from a worthy 
  opponent. Once in a fight, I shouldn’t retreat in face of 
  an enemy. 
  Man-to-Man. I should face my enemies with honor. I 
  shouldn’t use ranged weapons. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF CONFLICT SPELLS 
  Paladin Level 
  Spells 
  3rd 
  compelled duel, hellish rebuke 
  5th 
  enlarge/reduce, spiritual weapon 
  9th 
  counterspell, haste 
  13th 
  fire shield, staggering smite 
  17th 
  flame strike, planar binding 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Combat Mastery. You can amplify your combat 
  ability by channeling divine power. You can use your 
  Channel Divinity to make a melee weapon attack as a 
  bonus action for 1 minute. 
  No Retreat. You can prevent your enemies from run 
  away from the battlefield. 
  When a hostile creature use the Disengage action or 
  provokes an attack of opportunity from you, you can use 
  your Channel Divinity with your reaction to make a 
  melee weapon attack against this creature. You gain 
  advantage on your attack roll and, if you hit, the target 
  must be successful in a Charisma saving throw or is 
  restrained for 1 minute. The target can repeat the save 
  at the end of its turns, ending the restrained condition 
  with a successful one. 
   
  AURA OF DEFIANCE 
  Starting at 7th level, an aura that compels your 
  enemies to fight emanates from you. Any hostile 
  creature within 10 feet of you, must make a Wisdom 
  saving throw at the start of each of its turns. A creature 
  that fail it save, must move in your direction until is 
  within 5 feet of you and must use its action to take the 
  Attack action with a melee weapon against you. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  WARLORD 
  At 15th level, your attacks are imbued with destructive 
  power. Whenever you hit a creature with a melee 
  weapon attack, you cause 1d8 extra damage of the same 
  type of the weapon. 
   
  BATTLE FURY 
  At 20th level, you can urge your allies to enter a blood 
  frenzy state. As an action, you can make you and any 
  willing creature friendly to you within 30 feet of you to 
  frenzy for 1 minute. A frenzied creature gain advantage 
  on melee attack rolls and gain a bonus damage on melee 
  weapon damage rolls equal to your Charisma modifier 
  (minimum of +1).   
  The frenzy ends early on a creature if it make a 
  ranged attack or cast a spell. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF DAMNATION 
  The Oath of Damntion is sworn by few devoted paladins 
  that try to use fear as a weapon against the unfair and 
  unfaithful. Known as dark knights or hexblades, these 
  paladins usually wear menacing armors to urge the 
  greatest fear on their foes, defeating them mentally 
  instead of physically. These paladins suffered great 
  traumas on their lives but overcome these traumas and 
  use their own fears to haunt those who deserve 
  punishment or must be led to justice. 
   
  TENETS OF DAMNATION 
  The tenets of the Oath of Damnation show an unusual 
  vein of resentment on its paladins. 
  Virtue to Innocent. I shouldn’t scare the innocents. 
  While I’m in a civilized place, I must show the good side 
  of life to those who are fair and kind. 
  Dread to Unfair. I must bring the greatest fears to 
  my enemies. Those who show unfear and cruel must 
  suffer the same mental traumas they make the innocent 
  suffer. 
  Death to Vile. Beings of black heart must be 
  annihilated. If has no way to achieve redemption, the 
  soul must be send to judgment. 
  Face the Fear. I must fight against my inner fears 
  all the time. I cannot let fear take care of my actions or 
  prevent me to make justice. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF DAMNATION SPELLS 
  Paladin Level 
  Spells 
  3rd 
  bane, hellish rebuke 
  5th 
  crown of madness, hold person 
  9th 
  bestow curse, fear 
  13th 
  confusion, phantasmal killer 
  17th 
  dream, hold monster 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Hexblade. As an action, you imbue your weapon with 
  crippling energy, using your Channel Divinity. 
  Your weapon remain enchanted this way for 1 
  minute. Whenever you hit a creature with a melee 
  attack with this weapon, roll a d6. The target suffer a 
  penalty equal to the number rolled on weapon attack 
  rolls and weapon damage rolls until the start of your 
  next turn. 
  Numbing Fear. You can incite a dreadful fear effect 
  that freeze the movements of your target. As an action, 
  you use your Channel Divinity to choose a creature you 
  can see within 10 feet of you. The target must be 
  successful in a Wisdom saving throw or become 
  frightened toward you for 1 minute. While is frightened 
  this way, the target’s speed is reduced to 0. The target 
  can make a new saving throw at the end of each of its 
  turns. If you or a creature friendly to you attack the 
  target, it can move on its next turn, but the fear effect 
  remain for the duration or until the target succeed on 
  its save. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
   
  AURA OF DOOM 
  Starting at 7th level, you emanate an aura of dread that 
  let your enemies shaken. Any creature hostile to you or 
  to your allies within 10 feet of you cannot take reactions 
  and suffer a penalty on saving throws against being 
  frightened equal to your Charisma modifier (minimum 
  of –1). 
  A creature immune to the frightened condition with a 
  challenge rating equal or lower your paladin level lose 
  its immunity while is under effect of your Aura of 
  Doom. However, such creatures gain advantage on 
  saving throws against effects that can frightened them. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  NIGHTMARE WITHIN 
  At 15th level, you can bring to life the most secret fears 
  of an enemy, forcing it to believe its ally is this fear. As 
  an action, you can choose a creature within 60 feet of 
  you and another creature friendly of the first target 
  within 30 feet of the first target that it can see. The first 
  target must be successful in a Wisdom saving throw or 
  take 4d10 psychic damage and become frightened 
  toward its chosen ally for 1 minute. A successful on the 
  save halves the damage and ignore the fear effect. A 
  creature that fail the save is frightened and takes 1d10 
  psychic damage at the start of each of its turns. The 
  target can make a new saving throw at the end of each 
  of its turns, ending the fear effect with a successful one. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  ITERANT FEAR 
  At 20th level, you can scare any creature that already 
  become frightened toward you just with your presence. 
  As a bonus action, you assume a scaring form, visible 
  only by the creatures that already become frightened 
  toward you for 1 minute. During this time, such 
  creatures suffer disadvantage on attack rolls and ability 
  checks. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF FREEDOM 
  The Oath of Freedom is sworn by paladins with 
  adventurer spirit. They love travel, exploring the world 
  and show to everyone that the most precious blessing 
  for a being is its freedom. The power to decide your life 
  and fate without give satisfaction to an oppressor chief 
  or ruler is priceless. Although believe on freedom as 
  greater good, the paladins of freedom propagates 
  kindness and don’t let anyone take evil acts with the 
  justification of be practicing its right of freedom. The 
  freedom of someone is limited by the welfare of the 
  others. 
   
  TENETS OF FREEDOM 
  The tenets of the Oath of Freedom emphasizes the 
  aversion against all kind of unfair restriction to the 
  freedom of any being. 
  Free the Innocent. Everyone deserve a fair 
  judgment. I must help the needy to prove their 
  innocence if they are unjustly imprisoned.  
  Expunge the Tyranny. Tyrant leaders must be 
  ousted. I must strongly oppose against leaders that 
  oppress and mistreat its subjects.  
  No Jail. No living being must be held captive 
  without a reason. I must free any animal or being caged 
  for selfish motivation. 
  Travel is Necessary. I born to be free. I must keep 
  me always on the road, never remaining in a place for a 
  long time. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF FREEDOM SPELLS 
  Paladin Level 
  Spells 
  3rd 
  expeditious retreat, grease 
  5th 
  longstride, spider climb 
  9th 
  blink, water walk 
  13th 
  dimension door, freedom of movement 
  17th 
  awaken, passwall 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Anarchic Mantle. As an action, you can surround 
  yourself in a mantle of chaotic energy that protects you 
  or improves your attacks, using your Channel Divinity. 
  For 1 minute, you can gain a bonus on your CA or your 
  melee weapon attack rolls. At the start of your turn, roll 
  a d6. If the number rolled is odd, you gain add that 
  number as a bonus to your CA, if the number rolled is 
  even, you add that number as a bonus to your melee 
  weapon attack rolls until the start of your next turn.  
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
  Liberator Touch. You can use your Channel 
  Divinity to remove a negative effect from a creature. As 
  an action, you can touch a friendly creature to remove 
  one of the following conditions, at your choice: charmed, 
  frightened, paralyzed, restrained, or stunned. 
  Additionally, the target gain immunity to the chosen 
  condition for 1 minute. If you are under the effect of one 
  of these conditions, you can activate your Liberator 
  Touch on yourself as an action, even if the effect 
  prevents you to take actions. 
   
  AURA OF LIBERATION 
  Starting at 7th level, your effort to keep yourself 
  unimpeded magically extends to your allies. You and 
  any friendly creature within 10 feet of you gain 
  advantage on saving throws and ability checks against 
  being grappled, paralyzed, or restrained while you are 
  conscious. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  FREE SPIRIT 
  At 15th level, you spirit prevents your mind and body to 
  become restrained. You are always under the effect of a 
  freedom of movement spell. 
   
  TRAVELING THE WORLDS 
  At 20th level, you become an avatar of freedom and are 
  able to come and go where and when you want. You can 
  expend a 5th level spell slot to cast a teleport or plane 
  shift spell. 
  Alternatively, you can expend a 5th level spell slot to 
  open a gate to the Feywild, the Beastlands, Arborea, or 
  Ysgard and cry for help from beings that dwell these 
  planes. A beast, celestial, or fey with a challenge rating 
  equal or lower of 10, at DM’s discretion, that dwell the 
  chosen plane exit the gate and help you as best as it 
  can. The creature is friendly to you and to your 
  companions, and obey your verbal commands if you 
  share a language with it. The creature remains with 
  you for 1 minute, or until you dismiss it (a bonus action 
  is required from you) or it drops to 0 hit point. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF MERCY 
  The Oath of Mercy has as basic premise the value of life 
  above anything. All living beings has the right to live 
  and nobody can steal it from them. On the other hand, 
  the creatures that exists through undeath must be 
  exterminated without hesitating. Some call these 
  paladin holy templars, knights of life, or white knights.  
   
  TENETS OF MERCY 
  The tenets of the Oath of Mercy are simple and straight 
  as the goals of its followers. 
  Preserve the Life. All creatures deserve to live. I will 
  never take a life that I could spare. 
  Bane the Undeath. The undead cannot exist. I must 
  free all beings from a profane existence. 
  Promote the Health. The sick must be healed. I 
  must help infirm and wounded people to heal their 
  illness. 
  Do not Use Poison. Poison attacks the victims from 
  inside. I shouldn’t use a lethal thing that I can’t control. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF MERCY SPELLS 
  Paladin Level 
  Spells 
  3rd 
  healing word, sanctuary 
  5th 
  blindness/deafness, warding bond 
  9th 
  beacon of hope, mass healing word 
  13th 
  guardian of faith, stoneskin 
  17th 
  greater restoration, hallow 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Merciful Attack. As an action, you can surround 
  your weapon and the weapons of your allies within 30 
  feet of you with radiant energy that is nonlethal to 
  living creatures using your Channel Divinity. For 1 
  minute, you can convert all damage deal by weapon 
  attacks to radiant damage, and these attacks cause 1d6 
  extra radiant damage against undead. The enchanted 
  weapons emits a faint light that create dim light in a 
  10-foot radius. 
  Additionally, any living creature that drop to 0 hit 
  points after an attack made with a weapon under this 
  effect, stabilize automatically. If a living creature takes 
  damage enough to be killed by such attack, it drops to 0 
  hit points and become stable instead. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
  Guardian of Life. You can use your Channel 
  Divinity to grant resistance to bludgeoning, piercing, 
  and slashing damage to a willing creature you touch for 
  1 minute. Whenever the target takes bludgeoning, 
  piercing, or slashing damage, you can take an equal 
  amount of damage.  
  Alternatively, you can touch an undead to target it 
  with this ability. The target must make a Charisma 
  saving throw or gain vulnerability against bludgeoning, 
  piercing, and slashing damage for 1 minute. An undead 
  affected can make a new saving throw at the end of 
  each of its turns, ending the effect with a successful 
  save. 
   
  AURA OF RESILIENCE 
  Starting at 7th level, your tenacity protecting the life 
  gives you a divine aura. You and any friendly creature 
  within 10 feet of you gain resistance to poison and 
  necrotic damage while you are conscious. Additionally, 
  any creature under effect of this aura that drops to 0 hit 
  points, stabilizes automatically. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  VIRTUE OF LIFE 
  At 15th level, you are blessed with the supreme gift of 
  life. You can cast a heal spell once. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  SACRIFICE OF THE MARTYR 
  At 20th level, you can accept to sacrifice your own vital 
  force to restore your allies. As an action, you can release 
  a pulse of radiant energy in a 30-foot sphere centered on 
  you. You takes 10d8 damage and any living creature 
  friendly to you in the area recover a number of hit 
  points equal to the damage you take. Fiends and 
  undead in the area must make a Dexterity saving 
  throw. A creature takes an amount of damage equal to 
  the damage you take on a failed save, or half as much 
  damage on a successful one.  
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF ORDINATION 
  The Oath of Ordination is followed by paladins known 
  as justicars. These paladins follow the orders of their 
  commanders and local authorities without questioning, 
  being perfect tools for maintenance of the law and order 
  where they are. The justicars tireless hunt lawbreakers, 
  take this outlaws to being judged according to law. A 
  justicar has no personal code, he follow the orders given 
  to him and ensure the laws are being fulfilled having as 
  single paradigm the legitimacy of these laws and 
  authorities.   
   
  TENETS OF ORDINATION 
  The tenets of the Oath of Ordination exalts moral 
  uprightness and full loyalty to the laws. 
  Loyalty to Authorities. I shouldn’t challenge 
  decisions of a true authority. The orders of an authority 
  that is in the law must be strictly followed. 
  Subdue the Lawbreakers. I shouldn’t bring justice 
  with my own hands. Any criminal deserve a fair 
  judgment. 
  Fulfill the Law. I shouldn’t breaches and current 
  law. Follow the law and make it to be followed is the 
  only way to keep peace and civility. 
  Disprove the Tyranny. I must oppose fake 
  authorities. I shouldn’t condone with tyrants or obey 
  any order against the law. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF ORDINATION SPELLS 
  Paladin Level 
  Spells 
  3rd 
  bane, command 
  5th 
  calm emotions, zone of truth 
  9th 
  crusader’s mantle, glyph of warding 
  13th 
  banishment, locate creature 
  17th 
  geas, planar binding 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Encourage the Party. You can encourage your allies 
  to keep fighting in name of justice. 
  As an action, you use your Channel Divinity to issue 
  encouraging words to any friendly creature within 30 
  feet of you that can hear you. The affected creatures 
  gain a bonus on weapon damage rolls equal to your 
  Charisma bonus (minimum of +1) for 1 minute. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
  Imperious Forbiddance. You can prohibit a 
  creature to take a particular action for a time. As an 
  action, you use your Channel Divinity and choose a 
  creature you can see within 60 feet of you. The target 
  must be successful in a Charisma saving throw or be 
  target of one of the following effects of your choice for 1 
  minute: 
   Mute. The target cannot speak or cast spells with 
  verbal component. 
   Freeze. The target is restrained. 
   Quiet. The target cannot attack or cast spells with 
  somatic component. 
  At the end of each of the target’s turns, it can make a 
  new saving throw, ending the effect of forbiddance with 
  a successful one. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
   
  AURA OF AUTHORITY 
  Starting at 7th level, you emits a powerful aura of 
  authority. Any creature hostile to you or to your allies 
  within 10 feet of you suffer disadvantage on Charisma 
  checks and Charisma saving throws. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  INDOMITABLE WILL 
  At 15th level, you become an incorruptible bulwark. 
  You are immune to the charmed conditions. 
  Additionally, you cannot be target of spells or magical 
  effects that can control or induce you to act against your 
  will, as spells like command, confusion, crown of 
  madness, Tasha’s hideous laugher, etc.  
   
  DEATH SENTENCE 
  At 20th level, you become an exemplar of the law and 
  order, gaining the right to judge, sentence, and execute 
  creature that has committed a capital crime. As an 
  action, choose a creature you can see within 60 feet of 
  you that you know has committed a crime punish with 
  death. If the target has 100 hit points or less, it must be 
  successful on a Charisma saving throw or drops to 0 hit 
  points. A creature with more than 100 hit points or that 
  haven’t committed a crime punishable with death are 
  immune to this effect. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF PURITY 
  The Oath of Purity binds a paladin to a life of chastity 
  and abstinence. The puritan paladins avoid physical 
  contact with others that don’t follow its tenets or that 
  don’t have the blood blessed by beings of the Upper 
  Planes. In true, these paladins try to follow the steps of 
  celestial creatures in order of someday ascend ho 
  heaven as a being of pure kindness and light. As 
  superior beings they think they are, puritans should 
  stay away from trivial mortal pleasures, and must seek 
  to elevate their rename by acts of kindness and bravery. 
   
  TENETS OF PURITY 
  The tenets of the Oath of Purity reflects the primal 
  features of a chaste and pure paladin. 
  Have no Contact with Impure. I shouldn’t willingly 
  touch a impure. I must have physical contact only with 
  other pure beings like celestials or other puritan 
  paladin. 
  Annihilate the Impure. My greater obligation is 
  exterminate the foulness of the world. I must smite who 
  has the heart blackened by evil. 
  Vow of Sobriety. I shouldn’t drunk alcoholic drinks 
  or any kind of substance that can drug my body and 
  mind. 
  Avoid the Taint. I must avoid the use of impure 
  materials. I shouldn’t wear an item that a impure 
  creature wear without such item have being sanctified 
  by a celestial or through a hallow spell. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF PURITY SPELLS 
  Paladin Level 
  Spells 
  3rd 
  healing word, hunter's mark 
  5th 
  cordon of arrows, levitate 
  9th 
  lightning arrow, mass healing word 
  13th 
  freedom of movement, guardian of faith 
  17th 
  swift quiver, mass cure wounds 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Far Strikes. As an action, you can turn your weapon 
  attacks in attacks or raw energy using your Channel 
  Divinity. For 1 minute, your melee weapon attacks 
  count as ranged weapon attacks with a range of 30 feet. 
  The damage type change to radiant and you can use 
  your Divine Smite or any spell that require a melee 
  attack as a ranged attack for the duration. If you are 
  wielding a ranged weapon, you can keep the normal 
  range of this weapon if its range is longer than 30 feet. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends.  
  Keep the Purity. You can cast your beneficial spells 
  from a safe distance. As a bonus action, you can use 
  your Channel Divinity to use any beneficial spell with 
  touch range or your Lay on Hands as it has a range of 
  60 feet for 1 minute. 
   
  AURA OF INTEGRITY 
  Starting at 7th level, you emits a shining aura with 10-
  foot radius that prevent impure creature to get closer to 
  you and to your allies under its effect. Any creature 
  other than your allies and a celestial that try to enter 
  the aura for the first time on its turn, must be 
  successful on a Charisma saving throw or cannot enter 
  the area of the aura this round. If a creature succeed on 
  the save to enter your aura, it become immune to the 
  effect of the aura until you finish a short rest. Fiends 
  and undead has disadvantage on this saving throw. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  DIVINE RISING 
  At 15th level, you can release angellike feather wings 
  keeping on highs, away from the impure. When you use 
  your Channel Divinity, you gain fly speed with 50 feet 
  for 1 minute. 
   
  KILLER ARROW 
  At 20th level, you can use a bow or crossbow to shot a 
  deadly missile against a creature other than a celestial. 
  As an action, make a ranged attack roll with an 
  ammunition weapon you wielding. If you hit, the target 
  must be successful in a Constitution saving throw or 
  drops to 0 hit points instantaneously. If the target is 
  successful on the save, it takes the normal damage of 
  the attack and 6d10 extra radiant damage, or 8d10 if 
  the target is a fiend or undead. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF REASON 
  The Oath of Reason open the eyes of the paladins that 
  follow it to the final true – mysticism is a fraud created 
  by the self-titled gods. Both divine and arcane spell, 
  come from knowledge and manipulation of invisible but 
  real forces that pervade the multiverse. The deities in 
  true, are powerful beings that can manipulate the 
  energy of their followers given them a small portion of 
  this power in return. 
  The knights of reason, as are known the paladins that 
  swear this oath, have the moral obligation to show 
  everyone the fraud of the gods through knowledge and 
  study.  
   
  TENETS OF REASON 
  The tenets of the Oath of Reason prizes the constant 
  seeking of lore and the extinction of ignorance and 
  superstition. 
  Seek of Lore. I must seek for lore. Books, tomes, 
  scrolls, and all kind of work that contain knowledge 
  must be preserved. 
  Spread the Knowledge. I must spread the reason 
  wherever I go. The knowledge and reason must be 
  spread to all beings. 
  Reject the Deities. I must refute believes and faith. 
  The gods doesn’t exists, they are just powerful beings 
  dependents of the mortals to survive. 
  Technocracy. The magic has a logical explanation. 
  The superstition and mysticism has no place in a world 
  where science are responsible for magic. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF REASON SPELLS 
  Paladin Level 
  Spells 
  3rd 
  command, identify 
  5th 
  calm emotions, detect thoughts 
  9th 
  clairvoyance, tongues 
  13th 
  compulsion, divination 
  17th 
  legend lore, scrying 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Reality Check. As an action, you can use your 
  Channel Divinity to show the real world to a creature. 
  Choose a creature you can see within 60 feet of you. The 
  target must be successful in an Intelligence saving 
  throw or take 4d8 psychic damage and are stunned 
  until the end of your next turn. With a successful save, 
  the target takes half as much damage and are not 
  stunned. 
  Bring to Reason. You can disbelief a creature about 
  the authority of the gods and the magical system with 
  scathing arguments. 
  As an action, you can use you Channel Divinity to 
  choose a creature you can see that can hear you within 
  60 feet of you. If the target understand your language, 
  it must be successful in an Intelligence saving throw or 
  is unable to cast spells for 1 minute. The target can 
  make a new save at the end of each of its turns, ending 
  the effect with a successful save. 
   
  AURA OF REASONABLENESS 
  Starting at 7th level, you emits an aura that expand the 
  mind of your allies. You and any friendly creature 
  within 10 feet of you has advantage on Intelligence and 
  Wisdom saving throws. 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  EXPANDED LORE 
  At 15th level, you full expand your general knowledge. 
  You can add half your proficiency bonus (round up) in 
  any check you make using the skills Arcana, History, 
  Nature, or Religion, regardless if you are proficient or 
  not.  
  Additionally, any creature that understand a 
  language can understand what you say. 
   
  CONVERT ZEALOT 
  At 20th level, you can issue a brief speech that convince 
  an enemy to go to your side. As an action, you can 
  choose a creature you can see that can hear you within 
  60 feet of you. The target must be successful in an 
  Intelligence saving throw or be charmed by you for 24 
  hours or until you or your companions do anything 
  harmful to it.  
  While charmed this way, the target regards you as a 
  leader. You can issue verbal command to it (require no 
  action from you) while you are conscious, and the target 
  obey your commands as best as it can. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  OATH OF THE HAMMER 
  Within the halls of Citadel Abdar in the icy North, a 
  paladin order stands ready to defend the dwarven 
  people against the enemies of Moradin. Called the 
  hammers of Moradin, the paladins that swear the Oath 
  of the Hammer serve as pious guardians against the 
  onslaught of fell giants, dark elves, and goblinoids that 
  try to invade Citadel Abdar and other dwarven cities 
  spread around Faerûn. 
   
  RESTRICTION: DWARVES ONLY 
  Only dwarves can choose the oath of the hammer. This 
  oath represents the devotion and attempt to follow the 
  plans of the god of the dwarves, Moradin. 
  Your DM can fit the race restriction to other race 
  bond to a different god on its setting. The restriction 
  reflects the devotion and worship or the dwarves to its 
  patron deity, but it can apply to other god of another 
  race of your DM’s setting. The name of this sacred oath 
  and the features of it must fit the chosen god of the 
  setting. 
   
  TENETS OF THE HAMMER 
  The tenets of the Oath of the Hammer reflects the 
  features of a pious servant of Moradin. 
  Punish the Enemies. The enemies of Moradin must 
  be bane. I must exterminate evil drow, orcs, goblinoids, 
  and giants with no mercy. 
  Protect the Heritage. I must protect Moradin’s 
  offspring. Dwarves and all its history and goods must be 
  preserved. 
  Hammer of Justice. I always must wield Moradin’s 
  favored weapon. I must fight only with hammers or 
  weapons alike. 
  Honor the Elders. I must honor the elders of 
  dwarven race. I shouldn’t disobey the orders of the 
  leaders of dwarven clans, as the orders of Moradin 
  itself. 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels listed. 
   
  OATH OF THE HAMMER SPELLS 
  Paladin Level 
  Spells 
  3rd 
  shield of faith, thunderwave 
  5th 
  knock, spiritual weapon 
  9th 
  meld into stone, spirit guardians 
  13th 
  guardian of faith, stoneskin 
  17th 
  passwall, wall of stone 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Hammer of Return. As a bonus action, you can turn 
  a warhammer or a maul into a weapon or return using 
  your Channel Divinity. For 1 minute, the weapon gain 
  the property thrown (range 20/60) and when you hit a 
  ranged attack using this weapon it cause 1d8 extra 
  damage. Immediately after the attack, the weapon flies 
  back to your hand. If the weapon is not already magic, 
  it becomes magical for the duration. 
  You can end this effect on your turn as part of any 
  other action. If you fall unconscious, this effect ends. 
  Moradin’s Enemy. You can make a devastating 
  strike against the enemies of Moradin. When you hit a 
  creature with a light hammer, warhammer, or maul, 
  you can use your Channel Divinity to cause 2d10 extra 
  thunder damage as a bonus action. The target must be 
  successful in a Constitution saving throw or is stunned 
  until the end of your next turn. 
  If the target is an elf (drow), orc, goblinoid, or giant, 
  the extra thunder damage increases by 1d10 and it 
  suffer disadvantage on its saving throw against being 
  stunned. 
   
  AURA OF ENDURANCE 
  Starting at 7th level, you emits a powerful aura that 
  hardens the skin of your allies and yourself. You and 
  any friendly creature within 10 feet of you reduce a 
  number of bludgeoning, piercing, and slashing damage 
  from nonmagical attacks equal to your Charisma 
  modifier (minimum of 1). 
  At 18th level, the range of this aura increases to 30 
  feet. 
   
  QUAKE 
  At 15th level, you can make a powerful strike on the 
  ground that trembles the earth. As an action, you can 
  strike the ground with a warhammer or a maul to make 
  the earth tremble in a 60-foot cone from you in a 
  direction you choose. All creatures in the area must 
  make a Dexterity saving throw. A creature takes 8d8 
  force damage and is knocked prone on a failed save, or 
  half as much damage and is not knocked prone on a 
  successful one. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  MORADIN’S AVATAR 
  At 20th level, you can assume the form of a giant dwarf 
  made of metal and stone. As an action, you undergo a 
  transformation. For 1 hour, you gain the following 
  benefits: 
   Your size change to Large, if you are not already large 
  or bigger. 
   Your weapon attacks cause 1d6 extra damage. 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alan Venic/Alan Venics Redbook - Tome of the Paladin.pdf