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DnD Classes Paladin

Dungeons and Dragons – Mystara

Classes – Paladin

This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.

Classes Available: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.

Paladin Class Features

  • Hit Dice: 1d10 per paladin level
  • Proficiencies:
    • Armour: All Armour, shields.
    • Weapons: Simple and Martial Weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, Religion.
  • Starting Gear:
    • a martial weapon and a shield or two martial weapons
    • a five javelins or a simple melee weapon
    • a priest pack or explorers pack
    • Chainmail and a holy symbol
    • a praybook spellbook and Ritualbook

Class Features

* Contains House Rules

Divine Sense (1st)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay On Hands (1st)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you 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 your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Divine Smite (2nd)

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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 spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend.

Fighting Style (2nd) – House Rule

You 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. This has been modified to include all fighting styles.

All Fighting Style Options

  • Archery (ph) You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blessed Warrior (tce) TBA
  • Blind Fighting (tce) TBA
  • Defence (ph) While you are wearing armour, you gain a +1 bonus to AC.
  • Druidic Warrior (tce) TBA
  • Dueling (ph) 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 (ph) 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 (tce) TBA
  • Protection (ph) 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.
  • Superior Technique (tce) TBA
  • Thrown Weapon Fighting (tce) TBA
  • Two-Weapon Fighting (ph) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting (tce) TBA
Spellcasting (2nd) – House Rule

Each paladin receives their spells from one of the Spheres (and specific associated god) or from a religious organisation (or a pantheon)

House Rule – In my setting, Paladins can prepare 1 cantrip for each Tier that they have achieve (a tier is every 5 character levels) Cantrips come from the secret crafts they have learnt.

Paladin start the game with a prayerbook, identical to a spellbook, and it contains the same amount of spells as a wizards (6 1st level spells and 4 cantrips), gaining two new known spells per level. They includes a ritual book as part of its starting option with two paladin rituals that the character has also learnt of the players choice.

  • Paladin Available Spell List
    • Level 1 Spells – Bless – H (ph219), Command – H (ph223), Compelled Duel (ph224), Cure Wounds – H (ph230), Detect Evil and Good (ph231), Detect Magic – R (ph231), Detect Poisons and Disease – R (ph231), Divine Favour (ph234), Heroism (ph250), Protector from Evil and Good (ph270), Purify Food and Drink – R (ph270), Searing Smite – H (ph274), Shield of Faith (ph275), Thunderous Smite (ph283), Wrathful Smite (ph290)
    • Level 2 Spells – Aid – H (ph211), Branding Smite – H (ph219), Find Steed (ph240), Lesser Restoration (ph255), Locate Object (ph256), Magic Weapon – H (ph257), Protection from Poison (ph270), Zone of Truth (ph289)

H – Heightened Spell, R – Ritual Spell

Channel Divinity (3rd)

When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.

Divine Health (3rd)

By 3rd level, the divine magic flowing through you makes you immune to disease.

Ability Score Improvement
(4th, 8th, 12th, 16th, 19th)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choicc by 1. As normal, you can’t increase an ability score above 20 using this feature.

Once you have selected your attributes, you also get a choice of feat. Normally you get attribute increase or feat, but in my games it is both.

Extra Attack (5th)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection (6th, 18th)

Starting at 6th level, whenever you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be concious to grant this ability.

Background Elements

Personal Goal

The precepts of a paladin’s oath provides purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths.Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.

d6 – Personal Goal

  1. Peace – You fight so that future generations will not have to.
  2. Revenge – Your oaht is the vehicle through which you will right an ancient wrong.
  3. Duty – You will live up to what you have sworn to do, or die trying.
  4. Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
  5. Faith – You know your path is righteous, or else the gods would not have set you upon it.
  6. Glory – You will lead the world into a grand new era, one that will be branded with your name.
Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.

Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.

d6 – Symbol

  1. A dragon, emblematic of your nobility in peace and your ferocity in combat.
  2. A clenched fist, because you are always ready to fight for your beliefs.
  3. An upraised open hand, indicating your preference for diplomacy over combat.
  4. A red heart, showing the world your commitment to justice.
  5. A black heart, signifying that emotions such as pity do not sway your dedication to your oath.
  6. An unblinking eye, meaning that you are ever alert to all threats against your cause.
Nemesis

Their adherance to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin’s most persistent or most forminable foe – a nemesis whose presence or influence is a constant factor in a paladin’s life.

Your paladin character might have an enemy that dates from the days before you took up your path. or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?

d6 – Nemesis

  1. A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
  2. A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate.
  3. A dragon whose servants dog your steps.
  4. A high priest who sees you as a misguided fool and wants you to abandon your religion.
  5. A rival paladin who trained with you but became an oath-breaker and holds you responsible.
  6. A vampire wo has swarn revenge against all paladins after being defeated by one.
Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behaviour or hold to an attitude that is not in keeping with the highest ideals of their calling.

What is the temptation that your character succumbs to or find it difficult to resits?

d6 – Temptations

  1. Fury – When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.
  2. Pride – Your deeds are noteworthy, and no one takes note of them more often than you.
  3. Lust – You can’t resist an attractive face and a peleasant smile.
  4. Envy – You are mindful of what soe famous folk have accomplished, and you feel inadequate when your deeds don’t compare to theirs.
  5. Despair – You consider the great strength of the enemies you must defeat, and at tmes you see no way to achieve final victory.
  6. Greed – Regardless of how much glory and treasure you ammass, it’s never enough for you.

Character Build Shortcuts

Class DetailsPaladin – Level 01 (Starting)

  • 10 HP first level
  • Proficiencies:
    • Armour – All
    • Weapons – All
    • Tools – None
    • Saving Throws – Wisdom, Charisma
  • Skill Choices (select two) – Athletics, Insight, Intimidation, Medicine, Perception, Religion.
  • Gear Choices
    • a martial weapon and a shield or two martial weapons
    • a five javelins or a simple melee weapon
    • a priest pack or explorers pack
    • Chainmail and a holy symbol
    • a praybook spellbook and Ritual book
  • Divine Sense (Paladin 1st) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • Lay On Hands (Paladin 1st) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you 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 your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • Weapons Mastery – two weapon upgrades

Class DetailsPaladin – Level 02

  • Hit Points 6 + con (d10)
  • Fighting Style – Choice one
  • Spellcasting (ph66 – Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (1) 1st (2)
  • Divine Ritual book (Paladin) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
  • Divine Smite (Paladin 2nd) Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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 ld8 if the target is an undead or a fiend.

Class DetailsPaladin – Level 03

  • Hit Points 6 + con (d10)
  • Channel Divinity (Paladin 3rd) When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Harness Divine Power (Tashias) You can expend a use of your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot. The can be no higher than half your proficiency bonus.
  • Divine Health (Paladin 3rd) The divine magic flowing through you makes you immune to disease.
  • Sacred Oath – Choose a Sacred Oath
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (3)
    • Learnt new spells (2)
    • Oath Spells Always Prepared

Class DetailsPaladin – Level 04

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Abilities and Feat.
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (3)
    • Learnt new spells (2)

Class DetailsPaladin – Level 05

  • Hit Points 6 + con (d10)
  • Extra Attack (Paladin 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (4) 2nd (2)
    • Learnt new spells (2)

Class DetailsPaladin – Level 06

  • Hit Points 6 + con (d10)
  • Aura of Protection (Paladin 6th) Whenever you or a friendly creature within 10ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be conscious to grant this ability.
  • Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (2)
    • Learnt new spells (2)

Class DetailsPaladin – Level 07

  • Hit Points 6 + con (d10)
  • Sacred Oath Upgrade – Gain new features.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)

Class DetailsPaladin – Level 08

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Abilities and Feat.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)

Class DetailsPaladin – Level 11

  • Hit Points 6 + con (d10)
  • Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)

Class DetailsPaladin – Level 16

  • Hit Points 6 + con (d10)
  • Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)

Paladin Sacred Oaths
(3rd, 7th, 15th, 20th)

* (and bold) Contains rules changes from those found in the sourcebooks.
Paladin Overview (2020-04-23)

  • Oath of the Ancients (ph86)
  • Oath of the Ascetic (br194)
  • Oath of Battle (br194)
  • Oath of Conquest (xge37)
  • Oath of the Crown (swag132)
  • Oath of Devotion (ph85)
  • Oath of the Eagle (br195)
  • Oath of the Giving Grave (mw403)
Oath of the Ancients

Source: Players Handbook (ph86)

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principle’s of honour, courage, and justice. They adorn their armour and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

Secret Crafts: Elvenologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Oath of the Ascetic

Source: The Book of the Righteous (br194)

The Oath of the Ascetic is a rejection of possessions and material wealth, positing such things lead only to temptation and corruption of the spirit. Ascetics live simply, embracing their poverty to better understand themselves and their devotion to their god. As noble and virtuous as other paladins, they strive to be examples to others, to live unimpeachable lives and devote themselves to helping others. Ascetics wear simple and unadorned armour, if they bother with it. When not fighting, they don simple clothing, looking like the commoners they fight to protect.

Location: Darokin, Ylaruam
Races: Human (Alasiyan)

Oath of Battle

Source: The Book of the Righteous (br194)

While all paladins are, in one respect or another, the faith militant of their respective traditions, those who swear the Oath of Battle place themselves at the forefront of armed conflict. Crusaders of their faith, paladins that swear this Oath spend as much time studying military history and strategy as they do their tenets of their own religion. They are often born leaders, men and women who would rise through the ranks of command in a military organisation even without the aid of their deity. More than just good in a fight, paladins who swear the Oath of Battle are invaluable on a battlefield when armies clash, drawing the opposing forces to them and inspiring the troops on their side to ride head-on into battle and win the day.

Secret Craft: Weaponologist
Locations: Darokin, Ethengar, Glantri, Ierendi, Karameikos, Rockhome, Thyatis, Ylaruam
Races: Dwarf (Stonebound), Human (Hattian, Kerendan, Thyatian)

Oath of Conquest

Source: Xanathar’s Guide to Everything (xge37)

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The arcbdevil Bel, warlord of Avernus, counts many of these paladins- called hell knights- as his most ardent supporters. Hell knights cover their armour with trophies taken from fallen enemies, a grim-warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Secret Crafts: Weaponologist
Locations: Atruaghin, Darokin, Ethengar, Glantri, Karameikos
Races: Human (Atruaghin, Ethengarian, Traladaran)

Oath of the Crown

Source: Sword Coast Adventurer’s Guide (swag132)

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

Locations: Darokin, Ethengar, Karameikos, Northern Reaches, Rockhome, Thyatis
Races: Dwarf (Craftbound, Hillbound, Stonebound)

Oath of Devotion

Source: Players Handbook (ph85)

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights. are holy warriors, these paladins meet the ideal of the knight in shining armour, acting with honour in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

Locations: Darokin, Northern Reaches, Norwold Region, Ylaruam
Races: Human (Alasiyan, Heldannic)

Oath of the Eagle

Source: The Book of the Righteous (br195)

The paladins that swear the Oath of the Eagle see the eagle as a symbol of all that should be aspired to, and the Oath takes the attributes of those majestic birds and transforms them into edicts to live by. These paladins admire eagles not only for their beauty and splendour, but also their nobility, their speed, their awareness, and their skills as hunters. Most of all, paladins who swear the Oath of the Eagle look up to the sky and see the eagle in flight as a symbol of liberation, and seek to break the chains that bind any mortal and prevent them from soaring just the same.

Secret Crafts: Elvenologist

Oath of the Giving Grave

Source: Midgard Woldbook (mw403)

The giving grave is more a philosophy than a formalized code. It appeals to warriors who value power above life, to would-be conquerors who balk at nothing when imposing their will on the weak, to warlords who seek to extend their reigns beyond the usual limit of a single lifetime, and, frankly, to psychotic killers who crave the stamp of divine approval on their bloodletting.

Secret Crafts: Bloodologist, Devourologist, Graveologist, Reanimatologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Oath of Mercy

Source: The Book of the Righteous (br194)

Though armed and armoured, not all paladins seek out battle as the primary means of spreading their faith. For many, the sword and shield are tools of last resort, and a victory on the battlefield is bittersweet at best. Paladins who swear the Oath of Mercy dedicate themselves to using their divine gifts and physical strength to healing the wounded, tending to the sick, and defending those who cannot defend themselves. In many ways, these paladins follow a path much closer to the clerics of many orders, yet they still retain the ability to be a dangerous force in any battle. For the paladins who adhere to an Oath of Mercy, their offensive weapons are to be kept in reserve until there is no other option, and they use their inherent charm to defang arguments before their venom can spill over into physical conflict.

Locations: Ierendi, Minrothad, Thyatis
Races: Human (Makai, Nuari)

Oath of Perfection

Source: The Book of the Righteous (br198)

Though many would perceive those who swear the Oath of Perfection as arrogant and prideful, nothing could be further from the truth. Paladins who swear this oath are driven to excel, and fear no hard work to do so. The Oath of Perfection urges paladins who swear it to become the best swordsmen, peerless riders, paragons of virtue, and fearless leaders. A paladin who swears the Oath of Perfection seeks flawless beauty—beauty in the most perfect strike of a sword that wastes no effort, beauty in the perfectly chosen word to sway the mind of the king, beauty in taking that one perfect step to avoid the charging manticore. The paladins who swear this Oath are constantly honing their skills and seeking to better themselves, and their internal perfection is often reflected by an outward flawlessness.

Secret Craft: Weaponologist
Locations: Darokin, Ethengar, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Shadowlands, Thyatis, Ylaruam
Races: Dwarf (Craftbound, Hillbound, Seabound, Shadowbound, Stonebound), Human (Hattian, Kerendan, Thyatian)

.

Oath of Redemption

Source: Xanathar’s Guide to Everything (xge38)

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption

Locations: Ierendi, Minrothad, Thyatis
Races: Human (Makai, Nuari)

Oathbreaker

Source: Dungeon Masters Guide (dmg97)

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 been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Secret Craft: Chaosologist

Design Details

These were options I had worked with for level advancement.

Renown (1st) – House Rule

Starting at 1st level, a character gains renown of their choice in the nation they train in when they gain a level equal to the class level gained. They also gain renown in their secret craft, and as a weapons master when they advance either weapons mastery or a secret craft using a class feature.

Secret Craft (1st) – House Rule

Starting at 1st level, you gain a secret craft based on the associated Secret Crafts listed with your selected Domain. At 4th/8th/12th/16th/20th you can increase one existing Secret Craft (linked to your known domains) one step or learn a new one. If you learn a new one, you select it from your crafts based on your known domains.

Each time you gain this class feature the maximum you can increase the secret craft too increases by one. These are at 4th (1st Circle), 8th (2nd Circle), 12th (3rd Circle), 16th (4th Circle) and 20th (5th Circle). This is part of your class level and more Secret Crafts can be learnt with Downtime activities.

Weapons Mastery (1st) – House Rule

Starting at 1st level you gain two proficiency upgraded to a maximum of skilled including racial upgrades.

Continuing at 3rd level, you can increase your proficiency in one weapon every 3 class levels (6th, 9th, 12th, 15th and 18th). You still need to meet the level requirements to advance the weapons as normal. Learning these weapon proficiencies are part of gaining the class level, and further weapon proficiencies can be learned with downtime activities.

The advanced versions of weapon proficiencies and the required tiers: Skilled (Tier 1), Expert (Tier 2), Master (Tier 3), and Grand Master (Tier 4).

(6th) Tier Upgrade

At 6th/11th/16th your paladin gains a Tier Upgrade. tba

Content Updates

  • 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
  • 2021-08-05 – Updated layout and menu.
  • 2021-03-26 – Added in Background Options.
  • 2021-03-25 – Updating the details to 7th Level.
  • 2020-06-28 – References.
  • 2020-06-11 – Secret Crafts added.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Barbarian: Ancestors, Ancestral Guardian, Battlerager, Berserker, Harrier, Juggernaut, Storm Herald, Totem Warrior, Zealot

Bard: Entropy, Fey Magic, Glamour, Greenleaf, the Jester, Lore, Swords, Valour, Virtue, Whispers

Cleric: Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Clockwork, Corruption, Creation, Darkness, Death, Dragon, Earth, Fire, Forge, Grave, Hunger, Hunt, Hunting, Justice, Knowledge, Labyrinth, Life, Light, Lust, Madness, Moon, Mountain, Nature, Oceans, Order, Prophecy, Repose, Solidarity, Speed, Strength, Tempest, Time, Travel, Trickery, Tyranny, Void, War, Water, Zeal

Druid: Dreams, Feyfriend, the Forest Kingdom, the Land, the Moon, the Shapeless and Prime Terror, the Shepherd, the Stones, the Tree of Life

Fighter: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Clacking Mercenary, Edjet, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Samurai, Shield Bearer, Sword Dancer, Weapons Master, Woodlands Cavalier

Monk: the Cobalt Soul, the Drunken Master, the Elements, Iron, the Kensai, the Long Death, the Open Hand, Shadow, the Sun Soul

Paladin: the Ancients, the Ascetic, Battle, Conquest, the Crown, Devotion, the Eagle, the Giving Grave, Mercy, Perfection, the Radiance, Redepmtion, Thunder, Vengeance. Special – Oathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Gloom Stalker, Hidden Guardian, Horizon Walker, Hunter, Monster Slayer, Unicorn Charger, Vampire Slayer, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Duelist, Fixer, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Whisper

Sorcerer: Bloodlines (Draconic, Dryad, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow), Divine Inspiration, Divine Soul, Elemental Essence, Pyromancer, Runechild, Shadow Magic, Storm Sorcery, Wild Magic

Warlock: Archfey, Black Woods, Celestial, Fiend, Genie Lord, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Undying

Wizard: Angelic Scribe, Bladesinger, Doom Croaker, Dragon Masks, Elementalist, Geomancy, Necrophagy, Ring Warden, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Transmutation, Void Magic), Timekeeper, War Mage

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

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Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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