TEXT: A Plethora of Paladins
  Plus Some
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Betrothal
  A Paladin Sacred Oath
  To the shock and awe of the slavers he fights, the knight takes
  blow after blow and refuses even to yield to the supernatural
  terror of their dragon lord. What they do not know, cannot
  know, is that he is not motivated by money, as they are, or even
  his life, as his friends are. He is motivated by love for the witch
  they've kidnapped, and that love would not let him fail.
  During a quiet evening spent in the company of his friends,
  a wizened Half-Orc reads again the now crumpled, stained,
  and battle-worn letter. At the concerned glance of one of his
  fellows, the hedge knight smiles and enters into a story about
  one of his boys. He misses his dear and growing little ones so
  much it sometimes feels like his heart will break. But every
  gold piece sent home is a fortune for his family, and every
  loose demon struck down is one less to threaten their realm.
  "I-it's not like I LIKE you or anything!" says a tall warrior in
  scuffed but effective armor. Her wizard companion had noted,
  a bit curious, that she always went to great lengths to draw
  their monstrous foes off of him and toward her. She adds, "It's
  just that - what if we find a magic sword, and you're too
  unconscious to identify it? How will I enjoy my Holy Avenger
  then?!" To the others in their party, however, the furious blush
  across her face makes the truth all too obvious.
  Though many paladins swear to gods and fellowships, not
  every oath is so cosmic in nature. Some paladins receive their
  power from more humble vows: promises made between one
  mortal and another. Paladins who have sworn the Oath of
  Betrothal draw their magics from the divine force inherent in
  their love for another. Whether this oath is made as part of a
  formal matrimony or engagement or instead is the private
  declaration of commitment between youth is less important
  for the oath than the purity of the oathmaker's love.
  Called Rose Knights, Devotees, or even Lovebirds by the
  more disparaging, these paladins find comfort and motivation
  in the powerful love they feel, whether they be passionately
  smitten at first sight or formally sworn to the love of their life.
  Your Beloved
  Every Paladin of Betrothal has a beloved to whom their heart
  belongs, and it is to this person they direct and swear their
  oath. Consider with your DM who your beloved is and how
  they relate to the campaign. Does the person you love live in
  your hometown, waiting for you to safely return someday? Do
  you quest in order to rescue them from an evil that has taken
  them captive? Do you actively travel with the one with whom
  you are besotted? It can also be useful to think about what
  your beloved thinks of your choice to adventure. Do they
  approve of such heroics? Condemn you for risking your life?
  By fleshing out your beloved, you can enjoy a vibrant, living
  character instead of a one-dimensional love interest that
  exists only for you and contributes little else to the campaign.
  Additionally, you may wish to determine the nature of your
  relationship with your beloved. The Oath of Betrothal can be
  sworn in many circumstances, from literal marriage to private
  pining. The following table includes a few ideas for describing
  the relationship between you and your beloved. You can
  choose to roll on the table, select an idea, or come up with
  your own.
  d6
  Relationship With Your Beloved
  1 You and your beloved are ecstatic newlyweds. Together,
  you shall build the rest of your lives.
  2
  Your beloved is presently your espoused; in time, you
  will be joined forever in matrimony. That special day
  can't come soon enough!
  3
  In the many years since you were wed, the fires of love
  and devotion have only burned more brightly. This life
  you've had together is all you could've asked for.
  4
  New love is filled with anxious thoughts and bubbly
  feelings, and you and your beloved are familiar with
  both. But could what you have become even more?
  5
  The love bug has bitten you hard, and you're head over
  heels for a beloved who hardly knows you. You hope
  that this love can be requited!
  6
  You have since settled down with your beloved, but
  there are many happy years yet in the future. And you
  treasure the family you now rear together beyond gold.
  Tenets of Betrothal
  As it is the private vow of two partners, the Oath of Betrothal
  lacks consistent phrasings or axioms. However, the shared
  themes of such oaths of pure love can be summarized thus:
  Affection. Your promise is not one of infatuation or lust, but
  pure, deep, and abiding love that is more than just a feeling,
  but is also that which you do for your beloved.
  Fidelity. Be true to your beloved in deed, word, and thought.
  Whether they are near or far, remember your oath, that you
  may share the joy therein, despite any distance.
  Commitment. Yours is no passing fancy, but an everlasting
  bond. Remember always to deepen your bond, that it may
  grow strong and last long.
  Partnership. Love is unselfish and rejects the ego, and a
  relationship includes two; each should give 100%, never
  expecting subservience but rather seeking to serve and uplift.
  SACRED OATH | BETROTHAL
  2
  
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Betrothal Spells
  Paladin Level
  Spells
  3rd
  healing word, heroism
  5th
  enhance ability, warding bond
  9th
  haste, sending
  13th
  aura of purity, fire shield
  17th
  creation, dream
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Confess Love. Your loving declaration thunders with power
  from the depths of your heart. When you hit a creature with a
  melee weapon attack, you can use your Channel Divinity to
  invoke the name of your beloved with the attack. When you do
  so, you gain a number of temporary hit points equal to twice
  your paladin level, which last for 1 minute, and the creature
  you hit must make a Strength saving throw. On a failed save, it
  is knocked prone and takes thunder damage equal to your
  paladin level. On a successful save, the creature takes half as
  much damage and is not knocked prone.
  To Be True. When you or a creature within 30 feet of you
  fails a saving throw against being charmed, you can use your
  reaction to speak a prayer of virtue, using your Channel
  Divinity, and the affected creature may reroll the saving throw
  with advantage.
  At 13th level, you can also use this Channel Divinity option
  whenever you or a creature within 30 feet of you fails a saving
  throw against any enchantment spell.
   
  Aura of Care
  Beginning at 7th level, your feelings of protection create an
  aura that mitigates more devastating attacks. When a friendly
  creature within 10 feet of you is targeted by an attack and the
  attack roll is made with advantage, you can use your reaction
  to force the roll to be made without advantage. If the attack
  still hits, you take all the damage of the attack, which cannot
  be reduced or resisted in any way.
  At 18th level, you can use this feature when the targeted
  friendly creature is within 30 feet of you.
  Constancy of Heart
  Starting at 15th level, the integrity of your love cannot be
  marred. You can't be affected by any enchantment spell unless
  you choose to be.
  Hopeful Romantic
  At 20th level, you can use your action to draw upon your love
  to aid and empower you in battle, leaving wounds and fears
  forgotten. For 1 minute, you gain the following benefits:
  Dim light shines from you in a 30-foot radius.
  Hostile creatures within 30 feet of you have disadvantage
  on all attack rolls made against any creature besides you.
  When you roll a 1 on a damage die, you may reroll the die
  and must use the new roll.
  You are resistant to all damage.
  You can use your Lay on Hands feature as a bonus action.
  Once you use this feature, you can't use it again until you
  finish a long rest.
   
  Proficiencies for Paladins
  Included alongside the sacred oaths of
  this compendium are a number of
  optional features that confer an
  additional skill or tool proficiency. For
  interested DMs and players, these can be
  options to further convey the sacred
  oaths' themes and are intended to
  occupy a role of limited mechanical but
  valuable thematic significance, similar to
  the Spirit Seeker feature of the Path of
  the Totem Warrior, the Arcane Archer's
  Lore feature of the Arcane Archer, or the
  Bonus Proficiencies feature of the Way
  of the Drunken Master.
  For interested DMs and players, the
  following optional feature can be incl-
  uded as part of the Oath of Betrothal at
  3rd level.
  Artist
  Your lover's heart beats within an artist's
  soul. Also at 3rd level, you gain
  proficiency in your choice of one of the
  following sets of artisan's tools:
  calligrapher's supplies, glassblower's
  tools, jeweler's tools, painter's supplies,
  potter's tools, weaver's tools, or
  woodcarver's tools.
  SACRED OATH | BETROTHAL
  3
  
  Enlightenment
  A Paladin Sacred Oath
  The treasure hunters strain against the rubble of the cave-in,
  and for a moment some seem to lose heart - they lack the
  strength to escape. One, however, pauses to breathe and looks
  inward. In a moment, his eyes glow with mystic fire and his
  limbs bring a supernatural strength to bear as he pushes the
  rocks aside as easily as a thought.
  A paladin shouts a prayer, and the putrid, oozing hag reels
  with a shriek. Finally having had enough, it disappears in a
  flash of mist, teleporting to safety. Before her compatriots can
  groan in frustration, however, the paladin raises a hand,
  smiles, and points. The hag's mental trail leads that way!
  The red dragonscale is nearly impenetrable, and most of
  her fellow warriors have retreated to protect their magician
  allies from its elemental minions. The knight, however, has
  one last trick up her sleeve: a technique taught by her mystic
  sisterhood. She reaches out with her mind and swings twice
  with her blade, and its flickering, otherworldly edge cuts not
  through the dragon's hide, but instead through its mind.
  Each of these warriors is a paladin bearing the Oath of
  Enlightenment, a sacred vow of self-development sworn by
  servants of psychic gods and orders of mystic practitioners.
  Called mindswords, these paladins blend their divine magics
  with rigorous self-discipline to hone unique psionic magic.
  Such paladins uphold the virtue of knowledge and acumen,
  viewing truth as power and cunning as life. By dedicating
  themselves to ascetic living and ponderous meditation, they
  unlock powers of the mind to bolster their strength in battle.
  Tenets of Enlightenment
  The oath of enlightenment rejects the rest of the world,
  preferring to find might and right in personal development.
  Pursue Learning. Every new piece of knowledge is growth
  for your brain, an increase of what is true power.
  Deny the Body. Your sword is not the weapon, and your
  shield is not the defense. Control all physical appetite.
  Turn Inward. Instead, hone the true weapon: your mind.
  Look to yourself for power, rather than the world or others.
  Embrace the Emptiness. When you truly unlock the
  secrets within yourself, the world is shallow in comparison.
  Embrace the void - it is independence and strength in itself.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Enlightenment Spells
  Paladin Level Spells
  3rd
  command, comprehend languages
  5th
  *mind spike, misty step
  9th
  dispel magic, sending
  13th
  confusion, locate creature
  17th
  dominate person, telekinesis
   
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Phantom Smite. You can invoke psychic power to cut
  through a creature's mind instead of its flesh. As a bonus
  action, you can use your Channel Divinity to choose one
  creature within 30 feet of you. For 1 minute, you gain a bonus
  to melee weapon attack rolls against that creature equal to
  your Charisma modifier (minimum of +1). Additionally, your
  reach when targeting that creature is considered 5 feet longer,
  your melee weapon attacks against the creature deal psychic
  damage instead of their normal damage type, and if you use
  your Divine Smite with attacks targeting the creature, all the
  damage of your Divine Smite becomes psychic damage.
  Mind Over Matter. As an action, you augment your body
  with the might of your mind, using your Channel Divinity. For
  1 minute, you can add your Charisma modifier to Strength
  ability checks, Strength saving throws, and damage rolls for
  melee weapon attacks using Strength you make if you do not
  already do so.
  Extrasensory Aura
  Beginning at 7th level, while you are conscious, you and
  friendly creatures within 10 feet of you have resistance
  against psychic damage and can telepathically communicate
  with each other. In order to communicate telepathically in
  SACRED OATH | ENLIGHTENMENT
  4
  
  this way, creatures do not need to share a language, but a
  creature does need to understand at least one language or  
  be telepathic itself.
  At 18th level, the range of this aura increases to 30 feet.
  Alien Endurance
  At 15th level, you can generate a mental ward to sustain your
  body in response to danger. As a reaction when you take
  damage, you can gain resistance to the damage type of the
  triggering damage until the beginning of your next turn. If you
  take more than one type of damage, you choose which
  damage type to resist.
  Once you have used this feature a number of times  
  equal to your Charisma modifier, you must complete  
  a long rest before you can use it again.
  Paranormal Ascendancy
  At 20th level, your mastery of psionics has unlocked  
  the most potent capacity of your mind. As an action,  
  you gain the following benefits for 1 minute:
  You are immune to psychic damage and cannot be
  charmed or frightened.
  You gain a flying speed equal to your walking speed.
  You can cast your paladin spells without any verbal,
  somatic, or material components without a listed cost.
  You automatically succeed on any saving throws made  
  to maintain concentration on a paladin spell you cast.
  You can cast the spell *psychic scream once without  
  using a spell slot.
  After using this feature, you must finish a long rest  
  before you can use it again.
   
   
  Psionic Spells
  The spells mind spike and psychic scream can be found in
  Xanathar's Guide to Everything.
   
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of Enlightenment at 3rd level.
  Mentalist
  You can discern others' feelings through your sixth
  sense. Also at 3rd level, you gain proficiency in the
  Insight skill.
  SACRED OATH | ENLIGHTENMENT
  5
  
  The Fantra
   
  A Paladin Sacred Oath
  The platoon's march through the woods grinds to a crawl.  
  In order to make space for their seige engines, they intended
  to hew down any tree blocking their path. However, the men
  are especially sluggish today, each too sapped to work
  effectively. Their advance would have to wait for morning at
  the earliest, throwing off the planned invasion. Little did the
  officers know of the cadre of grizzled, grinning gnomes who
  had hexed their soldiers with weakness...
  An elven maiden jinks to the side, the iron golem's swing
  now missing entirely. In a burst of unnatural speed, she  
  leaps - no, flies through the air to land a devastating blow on
  the abomination against what it means to be free.
  When they first met the woodsman, covered in moss and
  vegetation as if he'd sprouted right out of the earth himself,
  the travelers had thought he spent too much time jabbering at
  the horse and raven he traveled with. However, now that they
  have been getting consistent intelligence on the inner
  workings of the alchemist's forest stronghold from a colony of
  mice, it's become hard to find fault with the man's association
  with animals... strange though it may be.
  Fantra is an ancient word in the Sylvan tongue that is
  typically taken to mean "guardian," and in practice those
  paladins who take the Oath of the Fantra see themselves as
  protectors of freedom and nature against tyranny and control.
  Such paladins, also known as Fantras, may make such an
  oath to themselves, a comrade, or to a being of the wilderness,
  such as a druid or fey. It is also said that the first Fantras
  swore only to the wilderness itself.
  Fantras believe in the freedom of chaos; rules and authority
  are dangerous things, nothing more than the chains that
  separate people from each other and bind them down against
  their own desires. People are best off trusted to make their
  own decisions and, given freedom, will learn to live peacefully.
  In addition to promoting the freedom of individuals, a
  Fantra also encourages the chaos of the natural world. They
  dislike the conquest of the wilderness, preferring that people
  live with nature, not against it. Fantras often distrust wizardly
  arcana, seeing it as a perversion to control the primal forces
  of magic. In the eyes of many Fantra, the world was as it was
  meant to be when it was first made, without the changes
  wrought by mortal hands.
  Believing in the inherent rightness of freedom from rules,
  Fantras have few scruples, and boisterous examples can be
  especially revelrous. This carries over into their quest against
  rigid law, leading them to also be unrelenting adversaries.
  Tenets of the Fantra
  As advocates against formal rules, there are no uniform tenets
  followed by Fantras. However, their commitment to chaos can
  be summarized roughly as follows.
  Anarchy. The rigidity of institutions ought be rejected
  wherever possible. Authority is an agent of separation and
  oppression, and power is best left in the hands of people.
  Relativism. Good and evil are sophistries and opinions, and
  the only true measure of right is peaceful, free coexistence.
  People should determine on their own and amongst each
  other how they ought to conduct themselves, not lawmakers,
  kings, or judges.
  Earth. The natural world is the ultimate symbol of freedom
  and coexistence, and it must be protected against those
  agents of law which would abuse and destroy it.
  Autonomy. Use your own judgment and encourage others
  to use theirs. Commit acts that fulfill your oath and acts that
  please you. Feel no duty to that which accomplishes neither.
  Equity. Respect the autonomy and desires of others, their
  personal chaos. Acknowledge the inherent worth of each
  mortal and their freedoms. Hierarchy is always the path to
  tyranny; equity will always restore freedom.
  SACRED OATH | FANTRA
  6
  
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of the Fantra Spells
  Paladin
  Level
  Spells
  3rd
  find familiar, hex
  5th
  blur, spike growth
  9th
  fly, speak with plants
  13th
  conjure woodland beings, *guardian of nature
  17th
  commune with nature, insect plague
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Chaos Strike. As a bonus action, you can use your Channel
  Divinity to call on the powers of primordial chaos, blessing a
  weapon you touch with volatile potency. For 1 minute, the
  weapon crackles and fizzes with chaotic power, shedding dim
  light in a 10-foot radius. The next successful melee weapon
  attack made using this weapon within this duration inflicts
  2d6 extra damage, whereupon the effect ends. Also, choose
  one of the d6s. The number rolled on that die determines the
  type of the extra damage, as shown on the table below.
  The extra damage increases to 3d6 at 6th level, 4d6 at 10th,
  5d6 at 14th, and 6d6 at 18th.
  Damage Type of Chaos Strike
  d6
  Damage Type
  1
  Acid
  2
  Cold
  3
  Fire
  4
  Lightning
  5
  Poison
  6
  Thunder
  Primeval Speech. By calling on the land's natural forces,
  you can commune with beasts using your Channel Divinity. As
  an action, you target a beast within 30 feet of you that you can
  see. For the next ten minutes, you can comprehend and
  verbally communicate with this beast. The knowledge and
  awareness of many beasts is limited by their intelligence, but
  at a minimum, beasts can give you information about nearby
  locations and monsters, including whatever they can perceive
  or have perceived within the past day. You might be able to
  persuade a beast to perform a favor for you, at the DM's
  discretion.
   
  Guardian of Nature
  The spell guardian of nature can be found in Xanathar's Guide
  to Everything.
   
  First Edition Paladins  
  and Alignment Restrictions
  The Oaths of the Fantra, Lyan, and Paramander in
  this compendium are primarily inspired by the
  Fantra, Lyan, and Paramander classes for the first
  edition of Dungeons & Dragons as presented by
  the article "A Plethora of Paladins" found in Dragon
  #106. Though these oaths are inspired by those
  classes, they are not strict conversions and are
  more thematic than mechanical reflections of the
  original classes.
  In early editions of D&D, some classes had
  alignment restrictions, including the Fantra, Lyan,
  and Paramander, which were restricted to only
  chaotic neutral, lawful neutral, and true neutral
  characters respectively. The general tenets of the
  Oaths based on these classes are broadly reflective
  of the respective alignments of the original classes;
  whether or not this means that only chaotic neutral
  characters can take the Oath of the Fantra, only
  lawful neutral characters can take the Oath of the
  Lyan, or that only true neutral characters can take
  the Oath of the Paramander is best discussed and
  decided with your DM or player(s).
  SACRED OATH | FANTRA
  7
  
   
   
   
   
   
  Aura of Freedom
  Starting at 7th level, you and friendly creatures within  
  10 feet of you are unaffected by magical and nonmagical
  difficult terrain while you are conscious.
  At 18th level, the range of this aura increases to 30 feet.
  Quickfooted
  Beginning at 15th level, you are adept at maneuvering in
  battle. Whenever you Dash or Disengage as an action, you can
  make a single weapon attack as a bonus action.
  Limitless Impunity
  By 20th level, you can use your action to break free of all
  bonds and restrictions, adopting a mantle of sovereignty. For
  one minute, you gain a flying speed of 60 feet, experience  
  the effects of the freedom of movement spell, and are  
  immune to enchantment spells you do not choose to be
  affected by. You can also move through other creatures  
  and objects, and each foot of movement through other  
  creatures and objects cost an extra foot of move- 
  ment. You take 1d10 force damage if you end your  
  turn inside an object.
  Additionally, you ignore a creature's resistance or  
  immunity to any damage you inflict on it.
  Once you use this feature, you can’t use it  
  again until you finish a long rest.
   
   
   
  Good Versus Evil, Chaos Versus Law
  The Fantra's struggle is in behalf of chaos against
  law, and thus thematically may be disinterested with
  the conflicts of good and evil and even disregard
  them. This is reflected in the original Fantra's class
  features, which included detection of and bonus
  damage against lawful creatures.
  For players and DMs interested in more fully
  reflecting the Fantra's theme within its mechanics,
  the following optional features can be included as
  part of the Fantra Oath when it's taken or as part of
  the paladin's progression starting from first level:
  Detect Law
  When you use your Divine Sense, you detect the
  presence of constructs, fiends, and elementals
  instead of celestials, fiends, and undead.
  Strike the Inflexible
  The bite of your blows is focused not on the unholy,
  but on the obdurate. When you use your Divine
  Smite, you inflict an extra 1d8 radiant damage
  against constructs and elementals instead of fiends
  and undead.
   
   
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of the Fantra at 3rd level.
  Wildman
  By 3rd level, you know chaotic environments like
  the back of your hand. You gain proficiency in the
  Nature skill.
  SACRED OATH | FANTRA
  8
  
  The Lyan
  A Paladin Sacred Oath
  A tiefling crouches, cradling his head as an angry mob harries
  him in the street, crying for justice against imagined slights
  blamed on his infernal heritage. But after a shout and the
  flash of a sword, the mob suddenly scatters. When he glances
  up at his rescuer, the tiefling sees a stone-faced woman clad in
  scuffed but sturdy armor. She knows  
  not if he is innocent, but she does know that a mob does  
  not justly dispense the law.
  A burly half-orc, his armor set aside for the time  
  being, fells another tree to the earth. This is the  
  last log needed to help the farmer build his cabin,  
  the first proper home in this new settlement. He  
  briefly indulges in a small grin before beginning  
  the process of sawing off the branches.
  Seeing her fellows surrounded on all sides by  
  deceptively-beautiful dryads and nymphs, all part of  
  the forest's efforts to drive them away from their task,  
  an armored woman quiets before suddenly raising her
  morningstar high and shouting a prayer to her god. As her
  eyes flash with holy light, the fey flee, turned by her censure.
  Deriving its name from the ascending floors of the infinite
  planar tower known as Arbiter's Edifice, the Lyan is a holy
  paladin pledged to serve the god of law and order known as
  the Arbiter in one of its Edificial Churches.
  Lyans are sworn to uphold lawfulness in all senses and 
  believe in the value of deference, honor, and trustworthiness,
  with little interest in matters of good and evil. Such paladins
  are champions of both civil and religious laws in their
  appointed jurisdictions and will defend legitimate rule and
  governance. However, Lyans also preserve law in the abstract:
  some Lyans are proponents of social traditions and mores,
  defending such praxis as symbols of law. Others act as settlers
  and frontiersman, seeing the wilderness as an embodiment of
  chaos.
  For the Lyan, order is the correct state of all things. The
  Lyan argues that without rules, society crumbles and all life
  becomes nasty, brutish, and short; without the city or town,
  existence is uncomfortable and stagnates. Thus, chaos is
  more than distasteful - it is an existential threat.
  Lyan paladins are loyal and duteous, with an unyielding
  focus on their obligations to their Edificial Church and to
  smiting chaos. As such, they tend to be severe, even taciturn,
  in their disposition, but they are no less unfailing in their
  dedication to hunting and striking down the forces of chaos
  wherever they stand. Being unconcerned with good and  
  evil, a Lyan is often brutal in their conduct, working within
  what is lawful to destroy what is not.
  Tenets of the Lyan
  The creed of a Lyan varies between each Edificial Church, but
  all must be harmonious with the principles of the Arbiter in
  upholding law and order. In practice, a Lyan can be roughly
  said to live according to the following tenets.
  Order. Be true to Law, and yield to legitimate authority, save
  it be a threat to order in itself. Strike down chaos  
  where it stands. Act with consistency, and be disciplined  
  in your conduct.
   
  Edificial Church Clergy
  An Edificial Church is any church or otherwise
  religious organization devoted to the Arbiter.
  Though not all such churches are identical, they
  bear some similarities, as each must be harmonious
  with the Arbiter's principles in order to be blessed
  with his magics and authorization.
  The clergy of an Edificial Church is comprised
  exclusively of Lyans, or at least squires in training to
  become Lyans. As such, a Lyan carries the roles of
  both warrior and minister.
   
     Decorum. Remember the structure and laws of polity. Be
  courteous, but serious and professional in your manner. Defer
  to authority and respect subordinates as appropriate to your
  respective stations. Do not be over-friendly or fond.
  Civilization. Respect and honor the town, the barony, the
  kingdom, the empire. These institutions form the foundation
  of and are the hope for all meaningful life.
  Responsibility. Do not be disorderly in your own conduct.
  Fulfill your obligations and live up to your word. Perform your
  duties to the highest letter of the law, and abide by the code of
  your Edificial Church.
  Allegiance. Your first pledge is to Law. Your second is to
  the Arbiter, your third to your Edifical Church. You should
  have no other allegiances. Consider the whole before the self.
  SACRED OATH | LYAN
  9
  
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of the Lyan at 3rd level.
  Pioneer
  You have become skilled at overcoming the chaos
  of the wilderness. At 3rd level, you gain proficiency
  in the Survival skill.
   
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of the Lyan Spells
  Paladin Level Spells
  3rd
  guiding bolt, sanctuary
  5th
  arcane lock, hold person
  9th
  protection from energy, spirit guardians
  13th
  compulsion, Otiluke's resilient sphere
  17th
  *commune with civilization, hallow
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Blessed Settlement. With your Channel Divinity, you
  sanctify a space against the wilderness's chaos and
  encroachment. As an action, you speak an incantation to bless
  a circular area within a 15-foot radius centered on a point you
  touch, the edge of which is visibly marked by a faintly glowing
  silver-colored line, and you choose one of the following two
  effects to apply.
  Trailblazer. While within the radius, you and friendly
  creatures can add an extra amount of radiant damage equal to
  your Charisma modifier (minimum of 1) to the damage roll of
  a successful attack. An affected creature can only benefit from
  this bonus once per turn, and the creature can wait until
   
  after it rolls the damage before deciding to add the bonus, but
  must decide before the DM adjudicates the results of the
  damage. This effect lasts for 1 minute.
  Encampment. You are magically made aware if any hostile
  creature is within the radius or enters the radius. You do not
  automatically know where they are or how many there are. If
  you are sleeping at the time, you are magically awoken and
  may use a reaction to stand. Alternatively, you may choose a
  different creature when you use this option to be awoken with
  the same effect if they are sleeping in this space. This effect
  lasts for 8 hours or until you leave the blessed radius.
  Turn the Unlawful. As an action, you can utter a prayer that
  is painful to creatures of chaos. You display your holy symbol
  and speak your condemnatory prayer, using your Channel
  Divinity. Each aberration, demon, or fey that can see or hear
  you within 30 feet of you must make a Wisdom saving throw.
  If the creature fails its saving throw, it is turned for 1 minute
  or until it takes damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Aura of Clarity
  By 7th level, the blessing of the Arbiter dispels confusion and
  disarray. You and friendly creatures within 10 feet of you
  cannot be blinded, deafened, affected by the confusion spell, or
  affected by effects similar to the confusion spell while you are
  conscious.
  At 18th level, the range of this aura increases to 30 feet.
   
  Lyan Spells
  The spell commune with civilization can be found in the Rule
  of Law homebrew supplement and is described on the
  following page.
  The spell mighty fortress can be found in Xanathar's Guide to
  Everything.
  SACRED OATH | LYAN
  10
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Commune with Civilization
  5th-level divination (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You briefly become one with civilization and gain knowledge of
  the surrounding territory. In a civilized area, the spell gives you
  knowledge of the area within 3 miles of you. The spell doesn’t
  function where there is no construction, such as in the
  wilderness.
  You instantly gain knowledge of up to three facts of your
  choice about any of the following subjects as they relate to the
  area:
  road layouts and landmarks
  prevalent goods, services, factions, or cultures
  powerful celestials, fey, fiends, elementals, or undead
  influence from other planes of existence
  building types of your choice
  For example, you could determine the fastest route to the
  city center, the popular local foods, and the location of any
  blacksmiths in the area.
   
   
  Good Versus Evil, Law Versus Chaos
  The Lyan's struggle is in behalf of law against chaos,
  and thus thematically may often be unconcerned,
  even flippant, with the conflicts of good and evil.
  This is reflected in the original Lyan's class features,
  which included detection of and bonus damage
  against chaotic creatures.
  For players and DMs interested in more fully
  reflecting the Lyan's theme within its mechanics,
  the following optional features can be included as
  part of the Lyan Oath when it's taken or as part of
  the paladin's progression starting from first level:
  Detect Chaos
  When you use your Divine Sense, you detect the
  presence of aberrations, celestials, and fey instead
  of celestials, fiends, and undead.
  Scourge the Chaotic
  The bite of your blows is focused not on the unholy,
  but on the lawless. When you use your Divine
  Smite, you inflict an extra 1d8 radiant damage
  against aberrations and fey instead of fiends and
  undead.
  Lawman's Vigor
  Beginning at 15th level, the divine essence of your magics can
  shore up your own frame. Whenever you cast a paladin spell,
  you gain temporary hit points equal to your paladin level plus
  the level of the spell.
  Additionally, you have advantage on Charisma (Persuasion)
  checks made to interact with people involved in government
  and law, such as judges, constabulary, royalty, or bureaucrats.
  Pillar of Society
  At 20th level, you can use an action to become an inspiring
  avatar of cosmic law whose steps claim the earth for
  civilization. For 1 minute, your body looks as if it burns with a
  holy fire, and you gain the following benefits:
  Whenever you or a friendly creature within 30 feet of you
  hits with an attack, the attack inflicts an extra 1d6 radiant
  damage.
  Each hostile creature within 30 feet of you must subtract
  1d6 from any ability check, attack roll, or saving throw it
  makes.
  You have advantage on saving throws against spells and
  magical effects from aberrations and fey.
  Alternatively, you can cast the spell *mighty fortress once
  without expending a spell slot or the material components.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  SACRED OATH | LYAN
  11
  
  The Paramander
  A Paladin Sacred Oath
  An almost conspicuously unadorned knight hushes his
  wizardly colleague in the middle of their conversion. He points
  a bit to the south, and now the wizard also sees the troop of
  hill giants marching against the horizon. The knight scowls a
  bit at the appearance of creatures so monstrously extreme,
  prepared to ride against them in battle if necessary.
  His halberd at the ready, an iron-clad dwarf murmurs a
  mystic prayer of comfort, countering the fearsome dragon's
  aura of menace. As his allies catch their breath and ready
  their offense, the dwarf utters but one syllable. Yet it is this
  secret word that sears its way through the dragon's mind,
  nearly forcing it into retreat. Suddenly the drake understands
  that the conflict before him is far greater than he'd thought.
  A smiling half-orc shares in the merriment of her
  colleagues, laughing with them at their minstrel friend's
  absurd tales. She quests with them in the hopes of striking
  down the rising demilich. She'd had no quarrel with the
  magus before, but in its ascension to lichdom the power
  dynamic of the realm had shifted too much. It was time for her
  to set things aright.
  Many Dungeons & Dragons worlds are surrounded by the
  grand struggles of cosmic forces representing good, evil, law,
  and chaos. Those paladins who take on the Oath of the
  Paramander are paladins who choose to step back from this
  conflict, viewing alliance with any extreme to be dangerous
  and disrespectful to the truth of the universe. These paladins
  are often referred to as Secret Finders, Impartialists, or, more
  simply, Paramanders.
  Paramanders uphold parity between cosmic ideology as the
  greatest virtue: just as the evil of a tyrant should not
  overpower the good of a knightly order, so too should the law
  of that knightly order not overpower the druid circle's chaos.
  Those who take upon the Paramander's oath distrust
  extremity and believe that wholehearted support of any
  philosophical alignment only blinds a person to the harsh
  realities of the world. The tyrant is only evil to the knights,
  their law is only just to themselves, and so forth.
  In their quest for balance, Paramanders see truth as an
  object of ultimate objectivity, and many devote themselves to
  uncovering lost lore or forgotten secrets. For similar reasons,
  many also have a great respect for arcane magic, as such
  power is born out of the artificial manipulation of a natural
  force - a neutral meeting of two contrasting notions - and is no
  respecter of belief. The power of arcana is as impartial as a a
  Paramander hopes to be.
  Being merely mortal, a Paramander cannot literally fight the
  very forces of cosmic ethics. However, it is common for such
  warriors to target monsters they see as the physical
  incarnations of extremity, and dragons and giants especially
  earn a Paramander's ire for how their violent tendencies and
  disproportionate strength can affect the surrounding world.
  Tenets of the Paramander
  The Oath of the Paramander may be sworn by servants of
  arcane gods, pantheons of knowledge, or worldly fellowships.
  Though the exact requirements may vary, the oath's core
  principles are unchanging.
   
  Uphold the Balance. Distance yourself from all extremes
  and the strife inherent to such division. The world is what it is,
  and each player has their part. Strike against that which
  would threaten this harmony.
  Moderate Your Passion. Intense emotion is the birthplace
  of the conflicts you seek to quell. As in all things, be sober and
  employ your mind over your heart.
  Seek After Truth. Of all things that are, truth is the greatest
  of them all. Its objectivity enables reason and reveals the
  blindness of vehement dogma.
  Guide the Lost. Though you be a conqueror of imbalance,
  you sow only sectarianism if you forget to be an aid to those
  without your insight. Offer your respect to those who do not
  understand the virtues of balance. In time, your compan-
  ionship will turn them to your cause.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of the Paramander Spells
  Paladin Level
  Spells
  3rd
  detect magic, identify
  5th
  blur, calm emotions
  9th
  clairvoyance, magic circle
  13th
  banishment, *elemental bane
  17th
  contact other plane, legend lore
  SACRED OATH | PARAMANDER
  12
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Channel Arcana. You can use your Channel Divinity to tap
  into a well of arcane power. You can choose a spell from the
  wizard spell list and cast it using a spell slot. The spell you
  choose must be of a level you are capable of casting and must
  be cast with an action or bonus action
  Turn the Extreme. As an action, you speak an ancient word
  of power that drives away cosmic imbalance, using your
  Channel Divinity. Each dragon or giant that is not of a true
  neutral or unaligned alignment within 30 feet of you that can
  hear you must make a Wisdom saving throw. On a failed save,
  the creature is turned for 1 minute or until it takes damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can't willingly move to a space
  within 30 feet of you. It also can't take reactions. For its
  action, it can use only the Dash action or try to escape from an
  effect that prevents it from moving. If there's nowhere to
  move, the creature can use the Dodge action.
  Aura of Detachment
  Starting at 7th level, your mind is disconnected from the petty
  quarrels and shifting opinions of the world. You gain profiien-
  cy in Intelligence saving throws, and your alignment cannot be
  changed by magic unless you choose to be affected. If you are
  already proficient in Intelligence saving throws, you instead
  gain proficiency in Charisma saving throws.
  You also radiate a calming aura. While you are conscious,
  when a hostile creature starts its turn within 10 feet of you, it
  must succeed on a Charisma saving throw against your
  paladin spell save DC or become indifferent toward creatures
   
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of the Paramander at 3rd level.
  Occultist
  By 3rd level, you have thoroughly plied arcane lore
  as a student of magic. You gain proficiency in the
  Arcana skill.
  Elemental Bane
  The spell elemental bane is found in the Elemental Evil Player's
  Companion and in Xanathar's Guide to Everything.
  of your choice that it is hostile toward. This indifference ends
  if the target is attacked or harmed by a spell, if it witnesses any
  of its friends being harmed, when it is no longer within 10 feet
  of you, or when it succeeds on the saving throw. When this
  effect ends on a creature, it becomes immune to the aura for
  24 hours.
  At 18th level, the range of this aura increases to 30 feet.
  SACRED OATH | PARAMANDER
  13
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Consecrated Casting
  Starting at 15th level, you can channel holy energy into your
  spells, empowering them beyond your normal abilities. When
  you expend a spell slot to cast a spell, you can raise the level of
  the spell slot by spending Lay on Hands points. You must
  spend 10 Lay on Hands points per level of increase, and the
  spell's effects reflect the slot's new level.
  You cannot increase a slot beyond the highest level spell slot
  you are capable of casting.
   
   
  You Just Had to Pick a Fight  
  With Everybody, Didn't You?
  The Paramander believes in the virtue of neutrality,
  and thus does not side with either good or evil or
  law or chaos. This is reflected in the original
  Paramander's class features, which included
  detection of and bonus damage against creatures
  that are not neutral.
  For players and DMs interested in more fully
  reflecting the Paramander's theme within its
  mechanics, the following optional features can be
  included as part of the Paramander Oath when it's
  taken or as part of the paladin's progression starting
  from first level:
  Detect Imbalance
  When you use your Divine Sense, you detect the
  presence of dragons, giants, and undead instead of
  celestials, fiends, and undead.
  Smite the Radical
  The bite of your blows is focused not on the unholy,
  but on the extreme. When you use your Divine
  Smite, you inflict an extra 1d8 radiant damage
  against dragons and giants instead of fiends and
  undead.
   
                For example, a 15th level paladin casting a 1st level
             spell with a 1st level spell slot could spend 30 Lay on
        Hands points and cast the spell as if they were using a
        4th level spell slot.
  Impose Compromise
  At 20th level, as an action, you can emanate an aura of
  moderation, forcing others to see the error of their cause and
  weakening their will to fight. For one minute, creatures of
  your choice that you can see within 30 feet of you have
  disadvantage on all attack rolls. An affected creature can end
  this effect on itself by succeeding on a Charisma saving throw
  against your paladin spell save DC as an action, and it cannot
  be subjected to this effect again for 24 hours.
  Additionally, you gain the following benefits for the
  duration:
  You have truesight out to 60 feet.
  You have resistance to all bludgeoning, piercing, and
  slashing damage.
  You are capable of maintaining concentration on two
  paladins spells simultaneously. The sum of the levels of the
  spell slots you use to cast both spells must be less than or
  equal to 5. You cannot concentrate on more than two spells
  at the same time, and if you fail a concentration check
  while concentrating on two spells, you lose your
  concentration on both spells.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  SACRED OATH | PARAMANDER
  14
  
                                            Tomorrow
   
  A Paladin Sacred Oath
  Her mind swirling with brand new ideas, a tiefling races to
  hammer iron into the desired shape while it's still hot. She's
  nearly finished as it begins to stiffen, solidify, and she grits her
  teeth. With a gesture and a sacred incantation, the metal
  flares hot again. Her envisioned invention shall come to pass.
  The vampire screeches, stepping back and away as the
  human whose blood it just drank suddenly sparks like a
  lightning storm, striking it painfully. The armored man scowls
  at the ancient creature and rubs at his bloody wound. With a
  word of prayer, his hammer sparks to electric life as well.
  A water genasi expounds to an eager crowd on the wonders
  of the newest technologies and philosophies. Out of the
  corner of her eye, she sees local soldiers down the road, on
  their way to arrest her for heretical experiments. She
  dismisses the crowd with a gesture, and as the soldiers
  approach, her flesh shifts into impenetrable metal: her
  "heresy" would be put to the test.
  To some, the age of a world is marked by its changes, the
  advancements and progress made in thought, machinery, and
  life. The club gives way to the spear, then the sword; crude
  sorceries and pacts give way to wizardly arcana; and the
  wandering tribe becomes a village, then a city, then an empire.
  Society itself grows, shaking off yesterday's technology and
  tinkering with new mechanics, new magics, new lives.
  Those who swear the oath of tomorrow believe in the virtue
  of this progress and strive to push the world forward,
  opposing reactionaries who would stand against such. They
  are guardians of universities, inquisitive natural philosophers,
  and advocates for the power of machinery and other forms of
  artificial locomotion.
  In many circles of thinkers, these paladins are called
  philosopher-knights and tomorrowbringers, and they may
  follow gods of technology, such as Gond or Murlynd, or swear
  fealty to deities of logic and progress, like Draxis. Others yet
  may worship none, instead espousing pure reason as greater
  than faith. Be they pure machinists or fiery advocates for
  social rearrangement, these paladins wield powers from their
  personal vision of the future as they quest to put an end to the
  most recent chapter of history.
  Tenets of Tomorrow
  The tenets of tomorrow are a newly crafted vow, often
  mutating to better fit the rapidly progressing world
  philosopher-knights and tomorrowbringers seek after.
  Effect Change. Stagnation is death. Always drive
  experimentation, new ways of thinking, and cultural progress.
  Pure Reason. Mortals should be rational beings. The
  power of your reason will unlock secrets to greater futures.
  Mortals are Limitless. Defy the irrational chains placed
  upon what mortal civilization can and cannot accomplish.
  There is a future grandeur just waiting to be achieved.
  Kill the Past. The society of the past did not know what
  you do now. It is a scar reminding mortals of what they
  thought they couldn't do. Let history die in its cobwebs.
  SACRED OATH | TOMORROW
  15
  
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of Tomorrow at 3rd level.
  Mechanist
  You have envisioned a mechanical future and labor
  to bring it to pass. At 3rd level, you gain proficiency
  in tinker's tools.
   
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Tomorrow Spells
  Paladin Level
  Spells
  3rd
  bane, grease
  5th
  heat metal, searing smite
  9th
  lightning bolt, *tiny servant
  13th
  fabricate, polymorph
  17th
  animate objects, reincarnate
  Channel Divinity
  At 3rd level, you gain the following two Channel Divinity
  options.
  Empower Invention. As an action, you can imbue one
  weapon that you touch with electricity, using your Channel
  Divinity. For 1 minute, attacks made with that weapon inflict
  extra lightning damage equal to your Charisma modifier
  (minimum of +1). The weapon also emits bright light in a 10-
  foot radius and dim light 10 feet beyond that, and if the
  weapon is not already magical, it becomes magical for the
  duration.
  Alternatively, you can touch one friendly construct. For 1
  minute, its weapon attacks inflict extra lightning damage
  equal to your Charisma modifier (minimum of +1). Also, the
  construct emits bright light in a 10-foot radius and dim light
  10 feet beyond that, and if its weapon attack is not already
  magical, it becomes magical for the duration.
   
  You can end this effect on your turn as part of any other
  action. If you fall unconscious, this effect ends.
  Turn the Antiquated. As an action, you offer an indictment
  of that which would hold back progress, using your Channel
  Divinity. Each aberration or dragon that can see or hear you
  within 30 feet of you must make a Wisdom saving throw. If the
  creature fails its saving throw, it is turned for 1 minute or until
  it takes damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Aura of Progress
  Starting at 7th level, you radiate divine advancement,
  shielding creatures against stupor and stagnation. You and
  friendly creatures within 10 feet of you are immune to being
  paralyzed or stunned while you are conscious.
  At 18th level, the range of this aura increases to 30 feet.
  Electric Feedback
  Beginning at 15th level, whenever a creature hits you with a
  melee attack, it takes lightning damage equal to your
  Charisma modifier (minimum of 1).
  Avant Guardian
  By 20th level, your advocacy for progress manifests in your
  own visage, fusing flesh, magic, and steel. As an action, you
  can adopt the following traits:
  Your grow to large size, and your equipment grows with
  you, doubling your reach.
  You are immune to poison, psychic, and lightning damage.
  You are immune to being charmed, exhausted, frightened,
  petrified, or poisoned, and magic cannot put you to sleep.
  You are resistant to nonmagical bludgeoning, piercing, and
  slashing damage inflicted by weapons that are not made of
  adamantine.
  Your melee weapon attacks inflict an additional die of
  damage and count as magical if they do not already.
  This effect lasts for 1 minute. After using this feature, you
  must finish a long rest before you can use it again.
   
  Tiny Servant
  The spell tiny servant can be found in Xanathar's
  Guide to Everything.
  SACRED OATH | TOMORROW
  16
  
  Tradition
   
  A Paladin Sacred Oath
  As she swings her axe in battle, a half-orc sings and shouts the
  traditional war chants of her people, battle commands and
  mythic stories alike, passed down through generations. With a
  final warcry, ethereal figures appear at the side of her and her
  compatriots: the spirits of old rise to fight again.
  The elf scribes without needing to look at his page, instead
  focusing on the elder human speaking before him. As a young
  lad, he fell in love with humanity and swore an oath to write a
  book of remembrance on their behalf. For 500 years he has
  scribed these forgotten stories - upon paper and heart alike.
  "I will not be forgotten alone!" the dracolich screams, and it
  exhales decay and rot at the library's shelves - the last
  remnant of this dead civilization. To its shock, however, they
  do not wither - the oathsworn knight near the books has
  protected them by simply being there, and he will not abandon
  them to this undead horror.
  The world survives on the foundation of what has gone
  before: Today's peace was hewn won by forebears' blood, and
  today's world was hewn by yesterday's kings. Every mortal
  springs forth from this foundation of history, born to parents,
  growing through society, and learning from the mistakes and
  successes of yore. Despite this, the past is an ephemeral thing,
  surviving on the merits of fragile archives and errant memory.
  And when a mortal dies, they are removed from this plane,
  doomed to be forgotten if care is not taken.
  Those whom swear the Oath of Tradition recognize the
  value of history, of lore, of the past. Called knight-chroniclers
  or yoreguards by some, these paladins are protectors of
  traditional institutions as well as keepers of those stories that
  would otherwise be forgotten, be it the grand epic of a dead
  empire, recorded on but one surviving manuscript, or the
  joyful memories of an elder recollecting the first harvest
  festival of a village no longer so young.
  These paladins can be found in service to gods of home and
  civilization, such as Estanna or Erathis, under the
  authority of grand archives and keepers of history, or in
  temples and shrines dedicated to the remembrance and
  veneration of deceased ancestry. Many can be found questing
  through the world in search for stories that would otherwise
  be forgotten. Others travel in order to stand in opposition to
  forces that threaten to destroy what came before.
  Tenets of Tradition
  Different cultures vary slightly in how each articulates the
  oath of tradition. Neverthless, it is universally handed down
  from effectively antiquity, no matter the place or time of its
  bearer.
  Heritage. Carry on the old traditions, yesterday's way of
  life, connecting the past to the present and enlivening both.
  Remembrance. Write the stories of people and cultures
  and places upon both crude matter and upon your mind. By
  remembering these tales, that which is gone yet lives.
  Joy. Celebrate successful preservation, revel in surviving
  legends, and savor traditions still observed. When heritage is
  respected, all become part of something more.
  Sorrow. When history is lost, when stories are forgotten,
  when cultures die, and when traditions are trampled, weep.
  Mourn ancient beauty and horror alike, for it mattered.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Tradition Spells
  Paladin Level
  Spells
  3rd
  *ceremony, unseen servant
  5th
  gentle repose, silence
  9th
  sleet storm, speak with dead
  13th
  guardian of faith, stoneskin
  17th
  commune, legend lore
  SACRED OATH | TRADITION
  17
  
  Proficiencies for Paladins
  For interested DMs and players, the following
  optional feature can be included as part of the Oath
  of Tradition at 3rd level.
  Historian
  By 3rd level, you are keenly familiar with the world
  of the past and its stories. You gain proficiency in
  the History skill.
   
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Invoke Legacy. You call upon the spirits of those who have
  passed, using your Channel Divinity. As a bonus action,
  choose a number of creatures up to your Charisma modifier
  (minimum of one creature) that you can see within 60 feet of
  you. Each creature gains advantage on the next ability check
  or attack roll it makes within 1 minute.
  Alternatively, you can touch one creature as an action and
  grant it advantage on Intelligence (History) checks for the next
  10 minutes.
   
   
  Ceremony
  The spell ceremony can be found in Xanathar's Guide to
  Everything.
  Turn Machination. As an action, you use your Channel
  Divinity to abjure fabricated locomotion. Each construct or
  undead that can see or hear you within 30 feet of you must
  make a Wisdom saving throw. If the creature fails its saving
  throw, it is turned for 1 minute or until it takes damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Aura of Reverence
  Beginning at 7th level, your presence wards against
  desecration and decay. While you are conscious, dead
  creatures within 10 feet of you cannot be reanimated as
  undead, and written material cannot be destroyed unless you
  permit it. Additionally, whenever you or a friendly creature
  within 10 feet of you takes necrotic damage, you can use your
  reaction to grant that creature immunity to that instance of
  necrotic damage.
  At 18th level, the range of this aura increases to 30 feet.
  The Old Ways
  At 15th level, your connection to the past has deepened
  enough that you can recover expended magic therefrom. Once
  per day when you finish a short rest, you can choose expended
  spell slots to recover. The spell slots can have a combined
  level that is equal to or less than a quarter of your paladin
  level (rounded up), and none of the slots can be 4th level or
  higher.
  You also can read all writing and can perfectly recall any
  name that you learn.
  Bridge to the Past
  Beginning at 20th level, you can use your action to channel the
  legacy of history. For 1 minute, you are surrounded by spirit
  beings who confer the following benefits:
  You can touch and make melee attacks against creatures
  within 30 feet of you.
  When you take the attack action, you can make one
  additional attack as part of that action.
  You gain the benefit of three-quarters cover against all
  ranged attacks targeting you and of half-cover against all
  melee attacks targeting you.
  Space within 30 feet of you is considered difficult terrain
  for hostile creatures.
  After using this feature, you must finish a long rest before
  you can use it again.
  SACRED OATH | TRADITION
  18
  
  The Faith
  A Druid Circle
  A forest gnome in rough, well-used leathers leads a  
  bounty hunting band through the forest, a wooden token of a
  unicorn around his neck. Having been warned by a colony of
  moles about the presence of an orc warband, he advances
  purposefully, gripping a wooden club enchanted with divine
  power, prepared for battle against the fell invaders.
  Shouting a prayer, an aasimar of burning radiance invokes
  the power of the old gods, and her quarterstaff flashes with
  the light of divine power. As she swings through and into the
  spectral shadows that afflict her colleagues, her weapon
  strikes true, burning through their unlit hide.
  Idly feeding her horse companion with one hand, a young
  battle nun garbed in robes of white - a symbol of spiritual
  purity among her people - stands watch in the dim fire glow.
  Calming and hushing her steed's whicker with a gentle rub,
  she maintains her vigil with a shepherd's diligence.
  Druids are often seen as priests of the old faith, guardians
  of the earth's natural harmony and mortality's relationship to
  it. Certain druids adopt this faithful mantle such that it def-
  ines their entire being, existing as martial priests like unto
  paladins and cavaliers. By abiding by sacred vows, druids of
  the Circle of the Faith rely on the divine for aid as much as
  they do primeval magic, fighting as warriors among druids.
  Tenets of the Faith
  Druids of the Circle of the Faith draw inspiration from knights
  of devotion for their sacred oaths.
  Act in Harmony. Reflect the balance of the natural world
  through peaceful conduct and wise countenance.
  Live with Virtue. Maintain honest and honorable conduct,
  rejecting base foible and cruel misdeed alike.
  Seek to Serve. The duty of any priest is to the congre-
  gation, and a disciple of the earth must serve the world.
  Improved Shillelagh
  When you choose this circle at 2nd level, you learn the
  shillelagh cantrip if you do not already know it, and it doesn't
  count toward the number of druid cantrips you know. When
  you cast shillelagh, its duration is 1 hour instead of 1 minute.
  When you cast shillelagh on a quarterstaff and wield it with
  two hands, its damage die becomes a d10.
  Mantle of Honor
  At 2nd level, you can expend a use your Wild Shape feature as
  a bonus action to radiate holy power instead of transform-ing.
  When you do so, you gain a number of temporary hit points
  equal to your druid level, and your melee weapon attacks
  inflict an extra 1d4 radiant damage. Also, you gain the benefit
  of one of the following auras of your choice:
  Courage. You and friendly creatures within 5 feet of you
  have advantage on saving throws against being frightened
  while you are conscious.
  Clarity. You and friendly creatures within 5 feet of you have
  advantage on saving throws against being blinded or deafened
  while you are conscious.
   
  Devotion. You and friendly creatures  
  within 5 feet of you have advantage on saving  
  throws against being charmed while you are conscious.
  This effect lasts for 10 minutes or until you expend a use of
  your Wild Shape again.
  At 10th level, the extra radiant damage increases to 1d6,
  and the radius of the auras increases to 10 feet.
  Hedge Priest
  Also at 2nd level, you can use a holy symbol as a spellcasting
  focus to cast your druid spells.
  Circle Spells
  You learn how to cast divine magics through faithful devotion.
  At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
  Once you gain access to a circle spell, you always have it
  prepared, and it doesn’t count against the number of spells
  you can prepare each day. If you gain access to a spell that
  doesn’t appear on the druid spell list, the spell is nonetheless a
  druid spell for you.
  Circle of the Faith Spells
  Druid Level Circle Spells
  3rd
  find steed, zone of truth
  5th
  blinding smite, crusader's mantle
  7th
  aura of life, staggering smite
  9th
  dispel evil and good, *holy weapon
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of once,
  whenever you would take the Attack action on your turn.
  Aura of Sanctity
  At 10th level, you and friendly creatures within 10 feet of you
  have resistance against poison damage and are immune to
  being poisoned while you are conscious.
  Battle Magic
  At 14th level, when you use your action to cast a druid spell,
  you can make a single weapon attack as a bonus action.
  19
  
  Knight-Errant
   
  A Fighter Martial Archetype
  An armored man sings prayers of joy and odes of praise as his
  sword flashes with light between each spell he casts. A
  skeletal wizard attempts to lay him low with a spell of
  crippling fear, but the spell only sloughs off the knight's divine
  mantle, and he shatters the foe with another swing.
  A half-orc kneels in prayer, hands laid over her magician
  comrade who sits with arms and hands restrained. After a
  baleful curse, he has been maddened with unnatural evil, and
  this is the conclusion of a anointing with powdered silver
  given in the hopes of restoring the mage to his old self. As she
  closes the divine invocation, her companion jolts, starts,
  blinks - and sees clearly once more.
  With armor that gleams against the shine of the noonday
  sun, a knight booms a challenge against the horde of scream-
  ing, slavering ogres. As they yield to her supernatural invita-
  tion, she readies herself with a prayer to the heavens, invok-
  ing all the blessings of the divine upon her noble fight. Hidd-
  en nearby in the bushes, a lanky halfling clad in rough leath-
  ers just rolls his eyes and prepares to pick away at the ogres.
  He admits the boisterous knight does make pretty good bait.
  There are many types of militant divinates who act in
  service to celestial deities. Classically, these warriors are
  makers and keepers of oaths, divine covenants that pour out
  blessings of power in exchange for righteous conduct and
  virtuous living, and a great many of these adopt the moniker of
  paladin. Others, however, are less formal in their vow-keeping,
  less structured in their praxis, and less trained in their divine
  arts.
  Knight-Errants are those fighters whom adopt the life of a
  battle-priest in service to deity and bound by oath in a fashion
  driven less by formal vow than by noble passion. Romantics
  among fighters, those of the knight-errant archetype aspire to
  noble grandeur as well as divine service. They are dedicated
  to god and liege, but also to courtly love, to honorable mercy,
  to humble polity, and to legendary heroism fit for bardic
  retelling. To such a fighter, heroic accomplishment is best
  accompanied by sacred living, and the dedicated pursuit of
  that ideal is rewarded with divine magics. With honor as their
  shield and courage as their sword, those of the Knight-Errant
  archetype bring righteousness to bear as they strive to live up
  to their noble goals.
  Tenets of Knight-Errants
  Any given Knight-Errant may be motivated by myriad desires,
  be they living worthily of noble love or rising up to a holy
  calling. The following tenets, however, still broadly reflect the
  frame of mind of the archetypal Knight-Errant.
  Noble. Your cause is not of this world, and you must also
  abstain from its vices. Seek instead what is upright and pure.
  Selfless. Live for others, not for yourself. May your last
  breath be for the sake of the innocent and defenseless.
  Pious. Stay true to your faith, your loyalties, and your code.
  Unshakable. Act out of principle and not out of fear. See
  your responsibilities through to the end.
  Spellcasting
  When you reach third level, you begin to practice holy magics
  in addition to your martial skills. See PHB chapter 10 for the
  general rules of spellcasting and chapter 11 for a selection of
  cleric spells.
  Cantrips. You learn two cantrips from the cleric spell list.
  You learn an additional cantrip of your choice from the cleric
  spell list at 10th level.
  Spell Slots. The Knight-Errant Spellcasting table shows
  how many spell slots you have to cast your spells of 1st level
  and higher. To cast one of these spells, you must expend a slot
  of the spell's level or higher. You regain all expended spell
  slots when you finish a long rest.
  For example, if you have the 1st-level spell sanctuary
  prepared, and you have a 1st-level and a 2nd-level spell slot
  available, you can cast sanctuary using either slot.
  MARTIAL ARCHETYPE | KNIGHT-ERRANT
  20
  
      Preparing and Casting Spells. You prepare the list of
  spells that are available for you to cast, choosing from the
  cleric spell list. When you do so, choose a number of cleric
  spells equal to your Wisdom modifier + one third of your
  fighter level, rounded down (minimum of 1 spell), only one of
  which can be from a school of magic other than abjuration
  and enchantment. The spells must be of a level for which you
  have spell slots. The number of cleric spells you can prepare
  from any school of magic increases to 2 at 8th level, 3 at 14th
  level, and 4 at 20th level.
  For example, when you reach 10th level in this class, you
  have four 1st-level and three 2nd-level spell slots. With a
  Wisdom of 16, your list of prepared spells can include six
  spells of 1st or 2nd level, four of which must be abjuration or
  enchantment spells, in any combination. If you prepare the
  1st-level spell command, you can cast it using a 1st-level or
  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 cleric spells requires time
  spent in prayer and meditation: at least 1 minute per spell
  level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your spells because you draw power from your spiritual
  devotion. You use your Wisdom whenever a cleric spell refers
  to your spellcasting ability. In addition, you use your Wisdom
  modifier when setting the saving throw DC for a cleric spell
  you cast and when making an attack roll with one.
      Spell save DC = 8 + your proficiency bonus +
  your Wisdom modifier
      Spell Attack modifier = your proficiency bonus +
  your Wisdom modifier
  Minor Smite
  Starting at 7th level, when you expend a spell slot to cast a
  spell, the next weapon attack you hit with before the end of
  your next turn inflicts an extra 1d10 radiant damage.
  Channel Divinity
  At 10th level, you gain the ability to channel divine energy to
  fuel magical effects, which are detailed below: Champion
  Challenge and Turn the Unholy.
  When you use your Channel Divinity, you choose which
  effect to create. You must then finish a short or long rest to
  use your Channel Divinity again.
  Some Channel Divinity effects require saving throws. When
  you use such an effect from this class, the DC equals your
  knight-errant spell save DC.
  Champion Challenge. As a bonus action, you issue a
  challenge that compels other creatures to do battle with you.
  Each creature of your choice that you can see within 30 feet of
  you must make a Wisdom saving throw. On a failed save, a
  creature can't willingly move more than 30 feet away from
  you. This effect ends on the creature if you are incapacitated
  or die or if the creature is more than 30 feet away from you.
  Turn the Unholy. As an action, you present your holy
  symbol and speak a prayer censuring fiends and undead,
  using your Channel Divinity. Each fiend or undead that can
  see or hear you within 30 feet of you must make a Wisdom
   
  Knight-Errant Spellcasting
                                               — Spell Slots per Spell Level —
  Fighter  
  Level
  Cantrips  
  Known
  1st
  2nd
  3rd
  4th
  3rd
  2
  2
  —
  —
  —
  4th
  2
  3
  ─
  —
  —
  5th
  2
  3
  ─
  ─
  —
  6th
  2
  3
  ─
  ─
  —
  7th
  2
  4
  2
  ─
  —
  8th
  2
  4
  2
  ─
  —
  9th
  2
  4
  2
  ─
  —
  10th
  3
  4
  3
  ─
  —
  11th
  3
  4
  3
  ─
  —
  12th
  3
  4
  3
  ─
  —
  13th
  3
  4
  3
  2
  —
  14th
  3
  4
  3
  2
  —
  15th
  3
  4
  3
  2
  —
  16th
  3
  4
  3
  3
  —
  17th
  3
  4
  3
  3
  —
  18th
  3
  4
  3
  3
  —
  19th
  3
  4
  3
  3
  1
  20th
  3
  4
  3
  3
  1
   
  saving throw. If the creature fails its saving throw, it is turned
  for 1 minute or until it takes damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Aura of Chivalry
  At 15th level, you and friendly creatures within 10 feet of you
  are immune to being charmed or frightened while you are
  conscious.
  Paladin
  By 18th level, you adopt a mantle of righteousness that
  overwhelms opposition and evil. You are always under the
  effects of a protection from evil and good spell and gain
  temporary hit points equal to your Wisdom modifier at the
  beginning of each of your turns while you are conscious.
  MARTIAL ARCHETYPE | KNIGHT-ERRANT
  21
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Oathkeeper
  A Ranger Archetype
  A gray-haired human crouches atop a sheer crag overlooking
  a gorge infested by undeath. Somewhere down there is the
  priest of Orcus, animating the corpses of the fallen. While his
  company rests for the night, he prays to his god for
  deliverance against such foul design and strength to carry out
  his divine charge.
  Kneeling before her mentor who gently touches a sheathe
  to each of her shoulders, the no-longer-apprentice repeats the
  sacred vow of their fellowship. As she does so, she can feel the
  sacred magic she has practiced for so long become reinforced
  within her, no longer a tool to wield, but a part of her being.
  The firbolg gives a might swing, and her radiant blade
  crashes against the vampire's arm, drawing more ichorous,
  rotten blood. It snarls in pain, forced to watch as its unholy
  spawn reel against the holy power they cannot resist. Today,
  the firbolg knows, the forest shall be free of this disease.
  The primal magic of nature is part and parcel to a ranger's
  toolkit, and certain rangers expand on that, choosing to also
  call on the divine for strength and aid. Oathkeepers are
  rangers who swear sacred vows, committing themselves to
  felling unholy monsters and pursuing virtuous living.
  Some rangers of this archetype make their oaths with a god
  or church, whilst other do so as part of fellowships and
  conclaves of other rangers. Oathkeepers are the hedge knights
  among wilderness warriors, guardians of virtue and faith who
  stand as bastions against the tide of evil and wrong.
  Tenets of Oathkeepers
  Like a paladin, an Oathkeeper draws divine power from holy
  vows. By rejecting evil and impurity, oathkeepers find what
  they describe as true strength.
  Truth. Never deceive another for personal gain. Your word
  should be your bond.
  Zeal. Fear not to do good, for that is when evil wins.
  Protection. Yours is not a personal fight, but a fight for all
  mortalkind. Protect the weak from the evil, whether it spring
  from the city or the wild.
  Integrity. Live a life of honor and virtue; seek to do good by
  others, strive to serve, and take responsibility for your duties.
  Oathkeeper Magic
  You gain access to additional spells at 3rd, 5th, 9th, 13th, and
  17th level. Once you gain an Oathkeeper spell, it counts as a
  ranger spell for you but doesn't count against the number of
  ranger spells you know.
  Oathkeeper Spells
  Ranger Level
  Spells
  3rd
  protection from evil and good
  5th
  lesser restoration
  9th
  dispel magic
  13th
  death ward
  17th
  *holy weapon
  Smite the Horde
  Beginning when you choose this archetype at 3rd level, you
  learn how to infuse your attacks with holy radiance. When you
  hit a creature with a 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 2d4 for a 1st-level
  spell slot, plus 1d4 for each spell level higher than 1st, to a
  maximum of 5d4. The damage increases by 1d4 if the target is
  an undead or a fiend.
  Additionally, hostile creatures within 10 feet of the target
  must make a Dexterity saving throw against your Ranger spell
  save DC. A creature takes the same amount of radiant damage
  on a failed save or half as much damage on a successful save.
  Bonus Favored Enemy
  Also at 3rd level, you learn to track and destroy blasphemous
  monsters of undeath. Undead now count as an additional
  favored enemy for you. If you chose undead as your favored
  enemy at 1st level, you learn to track and destroy blasphemous
  monsters of the lower planes. Fiends now count as an
  additional favored enemy for you.
  RANGER ARCHETYPE | OATHKEEPER
  22
  
  The Revised Ranger
  If you are using the Unearthed Arcana Revised
  Ranger class, include the following feature for this
  class at 5th level.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead
  of once, whenever you take the Attack action on
  your turn.
   
  Turn Enemies
  At 3rd level, as an action, you can draw on divine powers to
  command the creatures you hunt to yield. Each creature of a
  type you have chosen for your Favored Enemy feature that can
  see or hear you within 30 feet of you must make a Wisdom
  saving throw against your ranger spell save DC. If the creature
  fails its saving throw, it is turned for 1 minute or until it takes
  damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from
   
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  After you use this feature, you must finish a short or long
  rest before you can use it again.
  Aura of Bravery
  Starting at 7th level, you and friendly creatures within 10 feet
  of you have advantage on saving throws against being
  frightened while you are conscious.
  Weapon of Virtue
  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.
  Purity of Spirit
  Beginning at 15th level, you are always under the effects of a
  protection from evil and good spell.
   
  Holy Weapon
  The spell holy weapon can be found in Xanathar's Guide to
  Everything.
  RANGER ARCHETYPE | OATHKEEPER
  23
  
  Appendix A: The Arcanist
   
  A Warlock Otherworldly Patron
  Tracing her fingers across stone worn smooth by the ages, a
  young Tiefling concentrates as she recognizes the vague
  imprints left behind by what were once runes of mystic power.
  Suddenly, she smiles, having now found the ancient spell
  archive her benefactor was searching for.
  A Half-Elf grimaces a bit as he spends his late night watch
  idly flipping through the pages of his Book of Shadows, a not-
  too-shabby imitation of the grand arcane tome his master
  possesses. At some point, he would have to just get over the
  agony of indecision and choose what spells he would face the
  morrow with.
  As the pitch of battle turns against her allies, a grizzled
  Halfling focuses inward and breaks down her magic - in this
  circumstance, less is more. By the end of half a minute, her
  barrage of spells has left their ogre foes in retreat. It still
  leaves her a bit breathless sometimes, how in four years  
  she has accumulated more magical ability than her master did
  in forty.
  Though they may not be physical gods or extraplanar
  leviathans, the most powerful spellcasters can approach a
  level of skill and raw might that well exceeds the typical
  mortal experience. In the quest for enlightenment and true
  understanding of the cosmos, certain of these mages find
  themselves in need of other, lowlier agents to go about the
  physical world whilst their consciousnesses swim through
  ethereal seas.
  You have made a pact with one such arcanist, receiving a
  portion of their unfathomable power in exchange for a service
  rendered, loyalty given, or otherwise fulfilling one of the
  mage's needs. Your patron may be a court wizard in need of
  eyes across the empire while they spend their time
  researching. Or perhaps a secretive lich sold you a seed of
  their ability in exchange for the last holy relic needed to
  complete their phylactery. Whoever your patron is, they have
  given you a shortcut in arcana that they may have never had,
  which could be either a sign of goodwill... or an omen of
  inevitable envy.
  Expanded Spell List
  The Arcanist lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  The Arcanist Expanded Spells
  Spell Level
  Spells
  1st
  color spray, identify
  2nd
  blindness/deafness, rope trick
  3rd
  glyph of warding, sending
  4th
  greater invisibility, *watery sphere
  5th
  Bigby's hand, cloudkill
  OTHERWORLDLY PATRON | ARCANIST
  24
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Daily Arcana
  Beginning at 1st level, your patron  
  has taught you techniques for flex-  
  ible spell preparation. You prepare  
  a list of warlock spells that are available for you  
  to cast, in addition to your spells known. To do so,  
  choose two spells from your warlock spell list. The spells  
  you choose must be of a level you are capable of casting using
  spell slots from your Pact Magic feature.
  For example, if you're a 3rd-level warlock, you have two 2nd
  level spell slots. Your list of prepared spells can include two
  spells of 1st or 2nd level, in any combination, chosen from
  your warlock spell list. 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 warlock spells requires
  time spent communing with your patron and memorizing the
  incantations and gestures you must make to cast the spells: at
  least 1 minute per spell level for each spell on your list.
  The number of spells you can prepare for your list increases
  as you gain levels in this class. Beginning at 6th level, you can
  select up to three spells for your list of prepared spells, and at
  14th level you can select up to four spells for your list.
  Sway Spellcasting
  At 6th level, whenever you or a creature within 60 feet of you
  makes a saving throw against a spell, you can use your
  reaction to grant either a bonus or a penalty to the roll equal
  to your Charisma modifier. You can choose to use this feature
  after the creature makes its roll, but before it is determined
  whether the saving throw succeeds or fails.
  After using this feature, you must complete a short or long
  rest before you can use it again.
  Weird Constitution
  By 10th level your patron's influence rests so heavily on you
  that it partially nullifies hostile magic. You gain resistance
  against damage from spells.
   
     Also, you add your  
  proficiency bonus to saving throws  
  made to maintain concentration on your warlock  
  spells if you do not already do so.
  Eldritch Deconstruction
  Beginning at 14th level, you can break down some of your raw
  magic power into broader applications, using two lesser spells
  in the place of one. As an action, you can expend one spell slot
  to create two temporary lower level spell slots. The combined
  total of the levels of the new spell slots must be equivalent to
  the level of the original spell slot. You lose any such created
  spell slots that you have not yet expended when you finish a
  short or long rest.
  Additionally, as part of this action, you can cast up to two
  spells using the newly created temporary spell slots. Each
  spell must have a casting time of one action in order to do so.
  You do not regain these temporary spell slots when you
  finish a short or long rest; you only regain the original spell
  slot you expended to create them.
  After using this feature, you must complete a short or long
  rest before you can use it again.
  Watery Sphere
  The spell watery sphere can be found in the Elemental Evil
  Player's Companion and in Xanathar's Guide to Everything.
  OTHERWORLDLY PATRON | ARCANIST
  25
  
  Appendix B: Proficiencies for Paladins
  You may (probably) have noticed that the sacred oaths
  presented in this compendium include optional 3rd level
  features that confer skill or tool proficiencies. These options
  are included for primarily thematic purposes and are intended
  to have relatively limited mechanical impact. As these are
  optional features, you might prefer to interpret these sidebars
  as suggestions of skills for a player to otherwise acquire for
  paladins of these oaths.
  While it is true that they are not strictly drawn from
  heretofore established, officially released Fifth Edition design
  for paladins, features such as the Totem Warrior's Spirit
  Seeker. the Arcane Archer's Arcane Archer's Lore, or the Way
  of the Drunken Master's Bonus Proficiencies provide
  precedence for extra features that serve as minor mechanical
  emphases of the subclass' themes. The optional features can
  thus be compared to these as well as other examples.
  Features like Spirit Seeker, Arcane Archer's Lore, and
  Bonus Proficiencies tend to represent a unique class of
  feature that does not have a parallel in all other archetypes of
  the same class. For example, although the Way of the
  Drunken Master has two features at 3rd level, one of which is
  Bonus Proficiencies, the Way of the Open Hand only has one
  feature at 3rd level and confers no additional proficiencies.
  Because certain archetypes benefit from this type of extra
  feature more than others, it is not univerally applied.
  However, it can still be fun to think about how the concept
  can be applied to other archetypes, and some readers may be
  interested in seeing parallels for these bonus proficiencies for
  officially released sacred oaths. In consideration of that, the
  following are a number of optional features you can include
  with sacred oaths found in the Player's Handbook, the
  Dungeon Master's Guide, the Sword Coast Adventurer's
  Guide, and in Xanathar's Guide to Everything to provide extra
  proficiencies to paladins for those interested.
  To clarify, the goal of this appendix is not to suggest some
  kind of permanent change or a "variant paladin." Rather, it is
  an expansion upon an idea that was conceived as a fun way to
  communicate the intended role of paladins bearing particular
  sacred oaths. It was also simply amusing to come up with
  names for these features. Use the idea - or don't - as you like.
  Oath of Devotion
  The following feature can be included as part of the  
  Oath of Devotion when it's taken.
  Disciple
  By 3rd level, you have advanced well in your  
  spiritual training. You gain proficiency in the  
  Religion skill.
  Oath of the Ancients
  The following feature can be included as part of the  
  Oath of the Ancients when it's taken.
  Naturalist
  At 3rd level, you are well-versed with the wilds' natural  
  balms and remedies. You gain proficiency with herb- 
  alism kits.
  Oath of Vengeance
  The following feature can be included as part of the Oath of
  Vengeance when it's taken.
  Hunter
  You are keen to identify danger, injustice, and your quarry's
  trail. At 3rd level, you gain proficiency in the Perception skill.
  Oathbreaker
  The following feature can be included as part of the
  Oathbreaker's features.
  Villain
  By 3rd level, you breathe lies like air and defy even the most
  solemn oaths. You gain proficiency in the Deception skill.
  Oath of the Crown
  The following feature can be included as part of the Oath of
  the Crown when it's taken.
  Guardsman
  At 3rd level, you learn to root out disorder and threats against
  your liege. You gain proficiency in the Investigation skill.
  Oath of Conquest
  The following feature can be included as part of the Oath of
  Conquest when it's taken.
  Overlord
  By 3rd level, your commanding presence brings others to heel.
  You gain proficiency in the Intimidation skill.
  Oath of Redemption
  The following feature can be included as part of the Oath of
  Redemption when it's taken.
  Negotiator
  Divine power guides your efforts for peace and settlement. At
  3rd level, you gain proficiency in the Persuasion skill.
  26
  
  Play Nothing
  But Paladins
  NotTheSmoooze: "You have an addiction. I love
  it, but you need help."
  Thanks to /u/AeronDrake for the formatting
  guide and watercolor stains.
  Thanks to /u/IrishBandit for the spell commune
  with civilization.
  Many thanks to members of the Discord of Many
  Things and the UA subreddit for feedback and
  design assistance throughout this process.
  A special thanks to /u/AtinVexien for providing
  so many extremely helpful in-depth reviews.
  Disclaimer: No bunnies, hares, or jackrabbits can
  be held responsible for the consequences of
  having a crush on the barbarian, turning your
  pixie, warforged, or elf allies; trying to single-
  handedly start the industrial revolution, or making
  oaths that you can't keep. That last one
  especially. We're pretty sure it's not the bunny's
  fault if your all-paladin party has become an all-
  oathbreaker one instead, and if it was its fault, the
  bunny wouldn't like us giving that away.
  CREATED USING
   
  Art Credits
  Credit to the following artists for their lovely work:
  Cover Pages
  Meeting on the Route by Agata Hop
  Unnamed rabbit by Edward Lear
  Betrothal
  Rose knight by Lawrence vdm
  Shovel Knight Tribute by Pehesse
  Enlightenment
  Dwarf Cleric by Hua Lu
  +STAR CITY I+ by ERA-7
  The Fantra
  An unnamed piece by Kekai Kotaki
  Ranger by Alex Stone
  Forest Keeper by Lucy-Lisett
  The Lyan
  Clerik by DarianaLoki
  Bridge-medieval-fantasy-city by David Revoy
  The Golden Knights by Alex Stone
  The Paramander
  Dragon Slayer by dleoblack
  Cove Giant by Stefan Kopinski
  Wizard's Study by Mary Williams
  Gaurd Knight by ConceptMike
  Tomorrow
  Steampunk Ironman by Thomas Tan
  Steampunk concerthall by DrawingNightmare
  Tradition
  Forrest Defender by Sebastian Horoszko
  Absolution by Thomas Tan
  The Faith
  Ice Druid by tgconceptart
  Knight-Errant
  Victory! by Pablo Fernandez
  Oathkeeper
  Hopeful Knight by Manuel Castañón
  The First Harvest in the Wilderness by Asher
  Brown Durand
  The Arcanist
  The Alchemist by Tida Kietsungden
  Fire mage by Eliag1101
  Proficiencies for Paladins
  Servants to the Crown by Denman Rooke
  By /u/BunnygeonMaster
  (Version 3.0)
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/A Plethora of Paladins Plus Some.pdf