Sacred Oath: Difference between revisions

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<noinclude>{{also|[[Breaking Your Oath|Sacred Oath/Breaking Your Oath]]}}</noinclude>
<noinclude>''This is a [[Paladin]] class feature.''</noinclude>
<noinclude>''This is a [[Paladin]] class feature.''</noinclude>
* You swear the oath that binds you as a paladin forever. Choose a path from the [[Sacred Oath/List|available oaths]].
* You swear the oath that binds you as a paladin forever. Choose a path from the [[Sacred Oath/List|available oaths]].
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* Your choice grants you features at 2nd level and again at 8th and 20th level.
* Your choice grants you features at 2nd level and again at 8th and 20th level.
<tab name="Show Sacred Oaths" collapsed>{{:Sacred Oath/List}}</tab>
<tab name="Show Sacred Oaths" collapsed>{{:Sacred Oath/List}}</tab>
====Breaking Your Oath====
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Revision as of 11:11, 13 October 2023

See also: Sacred Oath/Breaking Your Oath.


This is a Paladin class feature.

  • You swear the oath that binds you as a paladin forever. Choose a path from the available oaths.
  • Your choice grants you features at 2nd level and again at 8th and 20th level.

2nd Level

Smite of Judgement
  • Smite of Judgement follows the same rules as any other smite, however, one rule should be applied. The chosen effect should be the most likely, and if not, at least reasonable. This means that a GM may disallow the use of Judgement of Death against a petty thief.
  • It gains a new tier at 5th and 11th level.

Effect Tier 1 Tier 2 Tier 3
Judgement of Death
Striking down heathens or lawbreakers. You deal an extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level.
Judgement of Imprisonment
Hindering and stopping unlawful activity. On a hit, the target is restrained until the end of its next turn. Additionally, this attack is always non-lethal. On a hit, the target is stunned until the end of its next turn. The target is stunned until the end of your next turn.
Judgement of Protection
Securing the vicinity from chaos. On a hit, you gain the effect of Aura of Protection until the end of your next turn. If you already have it, add half your proficiency bonus to its effect. You gain the effect even if you miss the attack. If an ally is hit within range of your Aura of Protection, you may as a reaction move adjacent to that ally, swap places, and take the hit instead.
Judgement of Innocence
Saving those of lawful sort. You may give a creature within 5 meter temporary hit points equal to half the damage dealt of your attack. You may give a creature within 20 meters temporary hit points equal to half the damage dealt of your attack. You may restore or give a creature within 30 meters hit points or temporary hit points equal to half the damage dealt of your attack.

5th Level

8th Level

Aura of Truth
  • You and any creature within 5 meters of you must make a contested Will check if they try to deceive or lie. On a fail, a creature can't speak the deliberate lie, and can't tell a lie for 1 minute. You know if a creature succeeds or fails.
    • An affected creature is aware of the aura only if they fail, and can thus avoid answering questions to which it would normally respond with a lie.

11th Level

20th Level

Lawbringer
  • After a creature hits you with an attack or an opponent successfully affects you with a spell, you gain the following benefits until the end of your next turn:
  • If you would be affected by a spell of 5th level or lower, you can forego this temporary bonus to use your reaction to cast that same spell without expending spell points or needing it prepared. It is cast with your own spellcasting modifer.