Paladin Unchained
Devotion
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Your devotion to your deity has provided you with a great many gifts, through your acts of faith you are given powers others could only dream of, capable of producing miracles, laying down blessings of you deity, and more, however, your powers are tied to your devotion to your deity, for to forsake your faith is to forsake your power. So long as you are in good standing with your deity, you may continue to take levels in this class, but should you ever fall from grace, leveling into this class is locked unless you receive Atonement. Certain deities may not accept atonement, so choose wisely when accepting the gifts of these mysterious beings.
If you have lost favor with your deity, subject to GM discretion, you lose access to the Divine Sense, Lay On Hands, Spellcasting, Divine Smite, Divine Health, Aura of Protection, Aura of Courage, and Cleansing Touch features, along with all features of your Oath subclass. Additionally, should you break your oath, but not your faith, you lose access to all aspects of your Oath subclass, but not the features given above from your base class.
You cannot retrain out of this class once attained, without consequences. Leaving this class without approval by your deity is considered breaking of your faith in a negative light. However, good deities generally do not mind the lack of devotion, so long as you maintain the faith, such cases are often approved. Additionally, should you be corrupted and your faith altered, your new deity may becomes your new provider of power, and your devotion transfers to them; however, your old faith may still harbor a grudge against you.
Fighting Style
Show SpoilerYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing light, medium, or heavy armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Lunge: When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property. If the weapon already has this property, the reach increases by a further 5ft.
- Musketeer: When you engage an opponent while two-weapon fighting with a firearm and a melee weapon, if you make both attacks at the same target, you have advantage on the attack roll you make with the second attack.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Versatility: You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Divine Smite
Starting at 2nd level, when you hit a creature with a martial attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.Aura of Protection
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Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a Morale bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
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Starting at 10th level, you and friendly creatures within 10 feet of you cannot suffer from any Fear effect, except for those that ignore Fear immunity, so long as you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Subclasses
Oath of Glory
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.
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Aura of Alacrity
Starting at 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. You gain a +10 feet Morale bonus to your Walk speed. In addition, if you aren’t incapacitated, you provide this same bonus to any ally who starts their turn within 5 feet of you, until the end of that turn. When you reach 18th level in this class, the range of the aura increases to 10 feet.Oath of the Divine Dragon
You have sworn your oath in service to the gods of Dragonkind, becoming their mortal agent in the realm of Kaidryn. While any Paladin can choose to follow and uphold the sacred doctrine of the Dragon Gods they are mostly found in countries like Elderia where worship of Typhan reigns supreme. As a reward for your devotion, the deities of dragonkind imbue you with a mote of their power, allowing you to channel their imposing presence, magic and might in defense of their realm.
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Written by - FritzCaphe and Ixiaz
Tenets of the Divine Dragon
The tenets of the Oaths of the Divine Dragon have stood standing and immaculate, Emphasizing the principles of upholding the dignity of dragons above all. Tenacity. Never willingly back down from a fight. A dragon does not surrender unto death. Purity. Corruption must be restored, or burnt to ash. Lionize. Safeguard the hoards of Dragonkind, in knowledge, history and treasure. Seek out and preserve their legacy. Fidelity. Respect all dragons and kin, for blood runs deep.Oath Spells
You gain oath spells at the paladin level listed.| Level | Spells |
|---|---|
| 3rd | Absorb Elements, Identify |
| 5th | Dragon’s Breath, Arcane lock |
| 9th | Fear, Tongues |
| 13th | Fire Shield, Private Sanctum |
| 17th | Summon Draconic Spirit, Legend Lore |
Wyrm-Sense
Starting at 1st level, Your Divine sense now includes the location of any dragon within 60 feet of you that is not behind total cover. You know the type of Dragon of any being whose presence you sense, but not its identity.Channel Divinity
When you take this oath, at 3rd level you gain the following three Channel Divinity options.Majestic Presence
You can, as an action on your turn, channel the majestic presence of your draconic deity. For one minute, all allies within 30 ft of you are emboldened, gaining ½ proficiency bonus d10’s + your Paladin level as temporary hit points and becoming immune to the Frightened condition. A paladin can use this ability outside of combat to grant themselves advantage on persuasion checks for 1 minute as they channel the nobility of their deity.Imposing Presence
You can, as an action on your turn, channel the imposing presence of your draconic deity. All enemies that can see you within 30 ft must make a successful wisdom saving throw or have their movement speed reduced to 0 and suffer disadvantage on strength and dexterity saving throws until the end of their next turn. Enemies that are immune to the frightened condition are not affected by this ability. A paladin can use this ability outside of combat to grant themselves advantage on intimidation checks for 1 minute as they channel the dread presence of their deityDivine Breath
Whenever you would use your Divine Smite feature, you can replace it with an exhalation of energy related to your Draconic Boon. All enemies in a 15ft cone or a 5ft by 30ft line must make a Dexterity saving throw or take damage equal to your proficiency bonus d8 + 1d8 per spell level expended elemental damage, taking half on a successful save. You can use this feature once at 3rd level, twice at 7th level and three times at 14th level, regaining all spent uses after a long rest. Divine Breath uses your paladin spellcasting DC or your Breath DC (if you have one), whichever is highest.Draconic Boon
Starting at 3rd level, you can speak, write and read Draconic Upon taking the Oath of the Divine Dragon, choose one of the damage types between acid, cold, fire, lightning, necrotic, poison, radiant or thunder. Your class features use this type and you gain resistance to that damage. You can change your boon by spending a long rest in deep prayer or by expending a use of your Channel Divinity as a bonus action.Draconic Aegis
Starting at 5th level, all allies within 10ft of you gain resistance to the damage type associated with your Draconic Boon. Additionally, you gain DR/element equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet.Draconic Aspect
Starting at 10th level, your body is slowly molding itself into a fitting Avatar of your deity.- You sprout great draconic wings, granting you a flight speed of 60 feet.
- You can grow natural claw weapons which you are proficient with. They count as a magical +1 item with an Excellent Rare - [elemental] enchant based on your draconic boon. The claws have a 19x3 crit rating and +4 penetration score. If you already have a claw weapon, it gains the Fine property.in addition to the above.
- Your Divine Breath becomes a 10ft by 60ft line or a 30ft cone
Primal Presence
Starting at 15th level, the pride of your spirit begins to take on its own form. Once per day you can cast Aura of Vitality, Energy vortex, poison thorns, or beacon of hope, without expending a spell slot, and it doesn't require concentration. When you cast one of these spells this way, the range of your Draconic Aegis and the spell you cast using this feature increases by 15 feet. You can't use this feature again until you finish a long rest. When you have no uses remaining, you can expend a use of Channel Divinity to use this feature again.Draconic Authority
Starting at 20th level, you can tap into the authority of your divine patron, greatly empowering your usage of Channel Divinity. Each Channel Divinity option has their own charge, and can be used as a bonus action on your turn instead of an action.Majestic Presence
You can, as a bonus action on your turn, channel the majestic presence of your draconic deity. For one minute, all allies within 60 ft of you are emboldened, gaining your proficiency bonus d10 + your Paladin level temporary hit points and becoming immune to the frightened condition. If an ally is under the Charmed, Confused, Doomed, Drained or Exhausted condition, it is suppressed for the duration of this ability.Imposing Presence
You can, as a bonus action on your turn, channel the imposing presence of your draconic deity. All enemies that can see you within 60 ft must make a successful wisdom saving throw or fall prone and have their movement speed reduced to 0 until the end of their turn. Creatures who fail the saving throw are additionally considered under the effect of the Bane spell for 1 minute.Mantle of Divine Authority
You can, as a bonus action, channel the divine authority of your deity to grant yourself a +5 bonus on any Persuasion or Intimidation check you would make for the next 10 minutes. If you would roll 9 or lower on the dice, you can treat the roll as a 10 instead.Oath of the Undying
Those that follow the Oath of the Undying are those that have chosen to serve their Gods in both life and beyond. An Oath not taken lightly, and in many cases not one that one’s God will truly appreciate. Known to many as Knights of Undeath or simply Blackguards, they are an Oath that is not often looked upon favorably by citizens and fellows alike. But they are those who can be expected to handle work not fit for those that walk in their Gods’ Light, tasks that must be done but are abhorrent by their nature.
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Tenets
The Tenets of the Oath of Undying are simple, but not things that many can stomach. They care not for morality, or the preservation of life, only for the furthering of the goals of their Deity. Your God above All Else. Though there are many laws and beliefs in the world, you understand that none are above the will of the divine, ignore all those that stand in the way of tasks given by your God. Death is only a Beginning. Service to the Divine is a gift to mortals, and any those that would be granted the right to serve beyond death are the greatest of the chosen. Morality is Weakness. Morals are constructs of mortals, who cannot comprehend the plans of the Divine, ignore them whenever necessary for they hold no sway to those who truly serve. Hesitation is Sacrilege. Always remember that your actions are guided by the hands of the Divine, never waver or hesitate to fulfill their designs, for to err from their path is akin to standing against them.Oath Spells
You gain oath spells at the paladin level listed.| Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Hex |
| 5th | Corpse Explosion, Death Keel |
| 9th | Animate Dead, Flesh Puppet |
| 13th | Blight, Necrotic Grasp |
| 17th | Danse Macabre, Raise Dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.Mark of Necrosis
You can use your Channel Divinity to inlay a fount of necrosis upon a nearby foe. As an action, choose one creature you can see within 10 feet of you. Upon that creature a necromantic mark appears, that pulses with their injuries. For the next minute whenever that creature suffers damage from an attack roll they take an additional 1d4 necrotic damage.Veil of Undeath
As a bonus action you present your holy symbol and offer words of praise to your god, enshrouding yourself with a malevolent aura. For the next ten minutes you have advantage on Intimidation checks made to fear or cow others.Debilitating Veil
By 7th level you have grown enough that your mere presence is a bane to those that stand opposed to you and your Gods’ will. Hostile creatures within 10 feet of you have their movement halved while within your aura.Aura of Unlife
Starting at 15th level your eternal service has granted you protections against life and death. Whenever a hostile creature makes an attack against you while within 10 feet it must make a Charisma saving throw, on a failed save choosing another target for the attack, including itself as a target. Undead have disadvantage on this saving throw. Additionally you do not suffer the detriments of old age.Eternal Champion
At 20th level you can assume the form of the pinnacle of service of your God, taking on physical aspects of your Deity and of an Undead. Using your action, you undergo a transformation, for 1 minute you gain the following benefits:- At the start of your turn, all hostile creatures within 15 feet of you suffer 20 necrotic damage.
- All allies within 30 feet deal an additional 3d6 Necrotic, Radiant, or Force damage on weapon attacks, the damage type determined by the alignment of your God (Evil, Good, Neutral)
- If you are reduced to 0 hit points and die during this transformation, you instead are revived at full hit points as an Undead for the duration of the transformation. Should you kill a hostile creature during this time, you can roll a Charisma saving throw, DC 20, on a successful save drawing out their life force to maintain your Unlife for the next 24 hours, at which point you fall to 0 hit points and must make death saving throws until you perish or stabilize. Other creatures or effects cannot impact these saving throws. If you are to die after this ability activates, you cannot be revived by any means lesser than True Resurrection.
Oath of the Watchers
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
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Aura of the Sentinel
Starting at 7th level, you emit an aura of alertness while you aren’t Incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a Morale bonus to Initiative equal to your Proficiency bonus. At 18th level, the range of this aura increases to 30 feet.Oathbreaker
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.
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