THE SHARED REFERENCE Adventurer

Class

Paladin

Official reference · PHB · 2014

Hit die
10
Spellcasting
1/2
Subclass title
Sacred Oath

Level progression

LevelProficiency Bonus1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots
1+200000
2+220000
3+230000
4+230000
5+342000
6+342000
7+343000
8+343000
9+443200
10+443200
11+443300
12+443300
13+543310
14+543310
15+543320
16+543320
17+643331
18+643331
19+643332
20+643332

Class features

LEVEL 1

Divine Sense

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 3. 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

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 × 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.

LEVEL 2

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon 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, to a maximum of 6d8.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See 10 for the general rules of spellcasting and 11 for the class=paladin.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your class=paladin. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

LEVEL 3

Divine Health

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

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

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.

LEVEL 4

Ability Score ImprovementASI

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

4th-level paladin optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a feature type=FS:P you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

LEVEL 5

Extra Attack

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

LEVEL 6

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a 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.

LEVEL 7

Sacred Oath feature

At 7th level, you gain a feature granted to you by your Sacred Oath.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 10

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

LEVEL 11

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 14

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

LEVEL 15

Sacred Oath feature

At 15th level, you gain a feature granted to you by your Sacred Oath.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 18

Aura improvements

At 18th level, the range of your Aura of Protection increases to 30 feet.

LEVEL 19

Ability Score ImprovementASI

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Sacred Oath feature

At 20th level, you gain a feature granted to you by your Sacred Oath.

Sacred Oath

Oath of Devotion

Level 3 · Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor 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.

Level 7 · Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Level 20 · Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Ancients

Level 3 · Oath of the Ancients

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 principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Level 7 · Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Level 20 · Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Vengeance

Level 3 · Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Level 7 · Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Level 15 · Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Level 20 · Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oathbreaker

Level 3 · 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.

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.

Level 7 · Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Level 20 · Dread Lord

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

Oath of the Crown

Level 3 · Oath of the Crown

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 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 sovereign, and undergo their oath as part of their admission to the order's ranks.

Level 7 · Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Level 15 · Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Level 20 · Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Conquest

Level 3 · Oath of Conquest

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 archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor 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.

Level 7 · Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through 3.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Level 20 · Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Redemption

Level 3 · Oath of Redemption

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.

Level 7 · Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Level 20 · Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Glory

Level 3 · 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.

Level 7 · Aura of Alacrity

7th-level Oath of Glory feature

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Level 15 · Glorious Defense

15th-level Oath of Glory feature

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 20 · Living Legend

20th-level Oath of Glory feature

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Watchers

Level 3 · 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.

Level 7 · Aura of the Sentinel

7th-level Oath of the Watchers feature

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 bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Level 15 · Vigilant Rebuke

15th-level Oath of the Watchers feature

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Level 20 · Mortal Bulwark

20th-level Oath of the Watchers feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Embertide

Level 3 · Oath of the Embertide

Dating back to pre-Christian times of feasting and the progression of seasons, The Ember Days are three special days of the Western Christian calendar dedicated to prayer, fasting, and helping the needy. However, the importance of those days stretches deeper than that – they are special periods when, as the season turns to a new season, defenders of peace become vital guardians of Reality. In those periods, the veil between this world and others is especially thin, and the hearts of people can be easily manipulated by evil. People hoard food, hide their true intentions, and plot and curse in the dark. The defenders of Reality, thus, must be ever vigilant in the face of phantasms and malevolent entities seeking to rend the natural order, and as a corollary any evil action that deceives, manipulates, and conspires.

As an Embertide paladin, you expose the cruelty and ugliness of the world, dragging it out of its hiding places and holding it up to the light. Your oath is one of truth in the face of lies, confronting dissembling and betrayal, and upholding the importance of truth, however illusory it may seem.

Tenets of the Embertide

Truth in Words - Speak honestly and directly. Strive to never be dishonest in words unless revealing the truth would lead to the pain of the helpless.

Truth in Actions - Let your honesty guide others to truthfulness. Combat the ugly and the enemies of reality, and show their true colors.

Reveal and Reflect Danger - Endeavor to combat evil hidden behind disguises, and reveal it for its true face, be they mundane or supernatural.

Level 3 · Oath Spells

You gain oath spells at the levels listed.

Paladin LevelSpells
3comprehend languages, moonflare
5detect thoughts, adept ears
9sense intent, dispel magic
13blight, locate creature
17wall of force, hold monster

Level 3 · Channel Divinity

At level 3 you gain the following Channel Divinity options:

Expose the Grotesque: You can use your Channel Divinity to discern the true nature of creatures you believe to be hiding in plain sight. As an action, you can choose a number of creatures equal to your Charisma modifier (minimum of one). These creatures make a Constitution saving throw against your spell save DC. On a failure, any creatures targeted that are shapechangers immediately revert to their original form, take 1d10 radiant damage, and have Disadvantage on attacks against you and your allies for 1 minute. Any creatures who are not shapechangers instead start growing painful spines and tentacles, revealing their ugliness for all to see, and take 1d10 psychic damage. Their speed is halved, and they have Disadvantage on attacks for 1 minute. After 1 minute, if the non-shapechanging targets are not dead, they lose their new appendages..

Bolster the Faithful: You can use your Channel Divinity to protect your allies from the lies and manipulations of evildoers around you. Choose a number of creatures equal to your Charisma modifier (minimum of one). For the next 10 minutes, you and the chosen creatures cannot have your minds read and have Advantage on Wisdom checks and saving throws.

Level 7 · Aura of Unveiling

Your aura castigates any who would seek to strike at you with hidden evil. When you or friendly creatures within 10 ft. of you are hit by a melee attack for the first time in combat, the attacker must make a Constitution saving throw. On a failed save, the attacker takes 1d8 psychic damage and is covered in painful boils and burns which deal an additional 1d6 acid damage at the start of each of their subsequent turns for 1 minute if they do not receive magical healing.

In addition, you can use your reaction whenever a creature is hit within your aura. This time, the attacker takes psychic damage equal to your Charisma modifier. You can use this feature in this way a number of times equal to your Charisma modifier and regain expended uses when you finish a short or long rest.

At 18th level, the range of this aura increases to 30 ft.

Level 15 · Withering Abolition

You gain the ability to root out even greater forms of rot and deceit, exposing them for all to see. Any invisible creatures who make a melee attack against you do not have Advantage against you, as you can sense their presence just before they strike. Moreover, as a reaction you can make a melee attack against the attacker. On a hit, you can forego damage and impose a mutation on the creature. If it fails a Constitution saving throw, it is turned into a barbling mass of boils and tentacles. Each boil's popping lets out an impotent wheeze, and while in this form, the creature is incapacitated. The creature can repeat the saving throw if it takes damage and at the start of each of its subsequent turns; on a success it reverts to its normal form but takes 1d10 psychic damage.

Level 20 · Immolate the Vile

You erupt in a glorious conflagration of holy light, extinguishing all artifice and subterfuge. As an action you can transform into a burning corona of holy light for 1 minute.

  • You gain resistance to all damage.
  • You can cast the sunbeam spell without expending a spell slot or needing it on your spell list.
  • All shapechangers revert to their original form when they come within 30 ft. of you, and all invisible creatures within 60 ft. of you have to make a Constitution saving throw or become visible and take 1d10 psychic damage.
  • You can choose a number of creatures equal to your Charisma modifier. They must make a Constitution saving throw or transform into a grotesque creature reflecting their worst traits. It is up to the GM what final form these creatures take. While in this form, they are incapacitated. They can repeat the saving throw at the start of each of their turns, and on a success they revert to their original form, but they take 2d8 + your Charisma modifier in psychic damage when they do so.

Spell list

Level 1

Level 2

Level 3

Level 4

Level 5

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