Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge?
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
Paladin
Hit Points
Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod
Proficiences
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Class Features
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 total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
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.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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.
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 the Oath of Devotion detailed at the end of the class description or one from another source.
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.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.
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.
Aura Improvements
At 18th level, the range of your auras increase to 30 feet.
Starting Equipment
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a priest’s pack or (b) an explorer’s pack
- Chain mail and a holy symbol
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. 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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
Subclass Options
Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
The Oath of Affliction is taken by those who have contracted
some kind of fatal condition. A Paladin sworn to this oath uses
their affliction as a weapon, hoping to curry favor with greater
powers in their last days. Some hope to be miraculously
cured; others merely fight for a better reward after death
inevitably claims them.
Paladins sworn to the Oath of Affliction are often physically
disfigured, and so bandages and face masks have come to be
associated with the oath. Those sworn to the Oath of Affliction
also often incorporate macabre imagery into their
iconography, adorning their shields or armor with skull
designs or depictions of rotting corpses.
Tenets of Affliction
While the exact details of the Oath vary from afflicted to
afflicted, most oaths incorporate the following themes:
Last Days. Your remaining time on the mortal plane is
limited. Use your last days wisely, and do not waste them on
frivolous pursuits.
Quarantine. Your affliction can serve as a potent weapon,
but can also cause extensive suffering if allowed to spread
unchecked. Take the necessary steps to ensure that your
condition is only spread to those you intend to strike down.
Until Death or Cure. Your oath is intrinsically tied up with
the affliction that motivated it. So long as you are afflicted, you
must continue your quest, but when the burden of your
affliction has been lifted from your shoulders, so too will the
burden of your duty.
Often called Arcane Knights, these paladins respect and have a strong devotion to the weave of magic. The following are the tenets of arcanism:
Magic Fills The Life: Each form of life holds their own magic. We all must respect each life form due to that.
Magic Holds Responsibility: Magic is an ability that grants us god like powers, it must be used with responsibility and only to do good, never use magic to harm the innocent and prevent others from doing so.
Magic From Any Source: Magic can be reached by multiple means, studying all those means is importat to trully understand magic. Magic users are the best friends, learn all you can do from them.
Unveil The Arcane Secrets: The more you know about magic, the better. Do what it takes to discover the secrets of magic, unless it would harm the innocent.
The Oath of Ascendancy is an embodiment of
the unstoppable and tempestuous wrath of the
elements. You are among these champions known
as the stormguard, blue knights, or thunder warriors.
These paladins are first into the fray and the last to
leave a battlefield, throwing themselves into danger
without a thought to the risks involved in their quests
for spiritual ascension. Most are quick to anger, but
also quick to calm, as a storm can appear suddenly and
fade just as fast. Summoning the strength of elemental
lightning to smite your foes, you will ride the winds to
glory, for your legend has only just begun.
Tenets of Ascendancy
The tenets of the Oath of Ascendancy are less structured
than those of other orders, but instead represent methods
and internal drive. Its principles emphasize these traits:
Eye of the Storm: Be just as quick to calm as you are to anger,
as wrath without peace is eternal war.
Mind of the Lightning: You must quickly and efficiently
dispatch wickedness, even to the point of striking without
warning, for wretchedness deserves no chivalry.
Hand of the Hurricane: You shall leave destruction in your
wake, carving a path of desolation and ruin to grow your
legend so your future selves will recognize your handiwork.
Voice of the Tempest: You must maintain the terrific and
awesome image of the storm - your deeds must never
become mundane, and your name must darken the skies.
Paladins who vow the Oath of Ash seek to preserve the longevity of civilization, dedicating every resource at their disposal to securing future prosperity. Paladins sworn to this oath believe that progress is not automatic nor inevitable, but a journey where each step demands sacrifice, struggle, and suffering. To them, only those with unbreakable focus and determination can wield the brilliant torch of progress. These paladins achieve this by cauterizing the detrimental aspects of civilization with their calamitous power, purging it of its imperfections. The salvation they seek is the knowledge that their labors will help bring about a new dawn for civilization.
Tenets of Ash
The tenets of the Oath of Ash represent the core principles of a philosophy intended to keep civilization in check. Paladins who take this oath tend to view the lives of others as a means to an end, subscribing to these rules as guidelines for growth.
Don't Fear the Light. Fan the flames of progress that separate man from beast. Without the radiance of innovation, the halls of progress cannot be navigated.
Fire Knows No Mercy. Know that sacrifice is a natural part of the cycle and cannot be avoided. Don't let your emotions cloud your judgment. If the greater good can only be achieved by feeding the flames the fuel of life, so be it.
From Ashes Come Life. The most fertile lands were built by the fires of volcanoes. At times, destruction is necessary to spark the birth of life anew. Don't hesitate to become its actor.
Wealth is the availability of goods and services,
and thus is a representation of both power and
opportunity. A wealthy benefactor can save a
civilization, while a wealthy tyrant can turn the
world on its head. You’ve sworn to let nothing
stand between you and the accumulation of wealth,
as any whim that takes you can be accomplished
with the prudent use of overwhelming financial
might. You may have attracted the attention of the
Currency Conspiracy, for if your greed blinds you
to the truth of their work, then they will gladly take
you into their ranks.
Tenets of Avarice
The tenets of the Oath of Avarice are often sworn only
to oneself, born of greed, desire, and greater goals.
Take and Keep: The more you have, the more you
can do. Take what you need and give nothing back
without greater gain.
Spend and Deliver: Everything has a price. Seek
wealth so that you can pay it in coin, rather than
your own blood.
Blood and Soul: There are currencies intangible that must be
obtained or protected, for wealth is worthless otherwise.
Wealth and Unity: All the money in the world does nothing
if you cannot spend it. Join with others and invest in their
efforts, so that you may reap the rewards.
Ever since you could see the stars you've known you were
destined for glory on the battlefield. You've dedicated your
life to becoming a great warrior, and your swearing of the
Oath of Battle marks only another step along the path.
Paladins that swear this oath are usually leaders and
protectors—chieftains, war leaders, jarls, and khans—who
stand resolute in the face of tyranny and oppression, and
in so doing attain glory that transcends this mortal flesh.
Champions of their people, their presence inspires allies
to go that extra mile when weapons clash.
Tenets of Battle
The tenets of battle are as old as the gods themselves.
Though diverse in interpretation, the tenets of battle all
speak to honor and of glory.
Honor Through Battle. Actions speak louder than
words—let them do the talking.
Stand and Fight. Never show cowardice in the face
of adversity.
Repay Tenfold. Anything delivered unto you or your
allies shall be repaid with interest, from the cruelty of your
enemies to the kindness of strangers.
Glory Above All. Seek to bring glory to you and your
allies. Never act in a way that brings shame upon you.
A Paladin of the Oath of Blood believes that violence is a great tool to achieve someone’s goals. They believe that a person that has taken a dark path cannot be redeemed so they take justice on their own hands, to smite those who are beyond salvation in their eyes.
For a paladin to take the Oath of Blood they have to offer the lives of their defeated enemies to a god of war or those who take an even darker path, to a great demon or devil. In exchange, the paladin is granted the power to manipulate his life force as well as his target’s and rend them weak and powerless.
Although their existence is not welcomed by most of the civilizations, those in need of urgent help would not hesitate for assistance from a blood rusted armored paladin.
Tenents Of Blood
A paladin who takes the Oath of Blood sacrifices all righteousness for them to gain greater power.
Independence: Fight for yourself and let none command you.
Resolve: Only weak balk at pain or fear.
Sacrifice: Dedicate your life to achieve the goals you strive for no matter the cost to yourself.
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.
Tenets Of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
When an important peace treaty needs to be
sent to another nation, or a rare relic needs
to be given to a king, or when new orders
need to be directed to a general before he
starts a war; these are the times that
paladins are called upon to ensure the
goods arrive on time.
Tenets of Delivery
Discretion. It is not your place to judge what someone is
sending or being sent.
Haste. Treat every assignment as though the world
depends on it. Time is always of the essence.
Capability. You have been sent to deliver goods, not to
pay someone to do it for you.
Oath of Despair
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.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath of Dragons
The Oath of Engagements for paladins comes to protect all
those that are defenseless, and to never run from battle.
Paladins that take this oath swear to be at the forefront of
every conflict, to overcome all enemies, and to remain
victorious. These paladins are commonly seen from those
that were raised in barbaric tribes.
Tenants of Engagement
A paladin who takes this oath has their tenants carved into a
piece of their armor, the back of their shield, or on their
breast plate.
Be Courageous, but not Reckless. Never allow others to
take a great risk, but do not accept a threat with little chance
of success
Words Are Your Honor. You are bound to keep your
promises of victory, or fall trying. Legends do not tell their
own tales of escaping the battlefield, they are carved in
statues.
Adversity Shall Fall. In the face of adversity, you will
exceed. Persevere where others cannot.
Those who uphold the Oath of Ever After are wedded to the how they know the story goes. The princess is rescued by the prince. The evil witch is slain.
Different is bad. Known is good. Grey ares are for
necromancers and dulux colour books, both of which
should be put to the sword immediately.
Tenets of Ever After
Happy Endings. The good deserve a happy ending.
Evil does not. People are one or the other.
Necessary Evils. You may have to slay a lot of witches in order to save the princess, and not all of them
will look like witches. You may have to designate
some people witches on the fly to allow you to get
the job done.
Appearance is Everything. Beautiful is good. Ugly is
bad. Those are the only rules that matter.
Follow the Story. Princesses sometimes resist being
saved. Necromancers sometimes resist being slain.
It’s up to you to remind people that you know best.
The Oath of Faith is for those whose trust in their divinity,
their conviction, and their own fate, is absolute. The holy
warriors of this creed cast aside any misgivings of their
choices. There is a plan for all, and to walk the path set out for
you is the greatest honor. Paladins of this oath are called upon
when all hope seems lost, sent on missions that would be
considered foolish for even the most devoted servants. Their
ability to face terrible odds with not just courage, but the selfassurance that their cause is just enough to succeed, lends
them an almost supernatural ability to turn a terrible situation
towards victory. Where darkness grows, the light of the Oath
of Faith shines in spite of it.
Tenets of Faith
The tenets of the Oath of Faith guide those who believe in
them through their lives, like an old friend always there to
lean on.
Ignore Doubt. Doubt is poison to the mind, the eater of will.
It must be cast aside, only hope can guide you.
No Accidents. Everything happens for a reason, even if you
don't see the truth of it.
Trust in Others. The path you walk is hard, but even harder
still when walked alone. Have faith in those who aid you, and
keep them by your side.
Believe in Yourself. You are your greatest ally. Your trust in
your abilities should be at its highest when you fail, because
that is when the true test of faith begins.
The Oath of Festivity appeals to paladins with an unquenchable zest for life and the need to spread it to others. When times are darkest and gloom casts a shadow over the people, these paladins are there to restore morale and bring joy back into the lives of their comrades and allies. Also called Motley knights, these paldins fight in armor adorned with vibrant cloth, bright paints, and glittering stones, and act as a tireless, shining beacon of genuine excitement at every step. They stand against evils that douse the world in darkness, gore, and misery.
They do not take disturbing or saccharine pleasure in the destruction of their foes, however. Nor are they tactlessly excitable in grim circumstances. A somber word of encouragement or a stiff drink offered without a word can restore the spirit as much as a feast, though occasions for feasts and revels are to be taken at every opportunity.
Tenets of Festivity
The tenets of this oath call its adherents to care for the well-being of others as well as themselves.
Fun. Life is a gift and every day a celebration to be relished. Create opportunities to enjoy it and alleviate boredom or misery wherever it exists.
Joy. Act as a persistent comfort to those who are hurting, and a source of happiness for those that lack it. Create experiences that will never be forgotten.
Plenty. No celebration is complete without abundant food and drink, and no life can be happy if it is wanting for basic necessities. Ensure there is comfortable excess in all things.
Hospitality. There is always room for another chair at the bar, another seat at the table, and another friend in your heart. Bring others into the fold and share with them.
The Oath of Grief shuns false hope and seeks to remind the
world of the hollow joke of its existence, its purposelessness,
its futility, and its tragic horror. Life may seem good at times,
but the only constant is that it will get worse. Comforting lies
like love or a greater meaning to one's life which hide the true
horror and madness of the world only teach people to swim
against the vicious tide of life and drown. Only by accepting
the cruel hand we are given can those of the Oath of Grief
find the path to what meager existence can be tolerated
Tenets of Grief
The brutal realities that the Oath of Grief hold as tenets may
be painfuL but they are better to accept than to deny.
Expect the Worst. Surviving is about minimizing pain, not
finding happiness. Always expect to suffer and faiL and you'll
never be disappointed Remind others of this inevitable truth.
Beware Everyone. Trust is fleeting, false, and foolish.
Never forget that everyone lies to themselves, and that you
could be betrayed by anyone, especially at their lowest point.
Let Go of Your Mind The quest to maintain one's sanity is
a futile effort. Embrace the dynamic nature of your mind and
accept that you will never truly understand your own depths.
Reject False Hope. Just as those thrown high into the air
will suffer a steep falL those sent high by hope will inevitably
crash down all the more hard when the cold reality hits them.
Deny hope in yourself and others. Stay safely on the ground
Life Has No Meaning. Do not believe in such silly lies.
The Oath of Indemnity binds paladins to help others. Its followers believe in the redress of wrongs, the repair of the ruined, and acts of prevention to ensure tragedies never happen again. They comfort broken people and repair broken property alike. Also known as gold knights and underwriters, paladins of the Oath of Indemnity are bound to repair the aftermath of catastrophe.
But these paladins are not starry-eyed cornucopias to be exploited by the opportunistic or overwhelmed by the desperate. They are generous and genuine, but the oath also requires a strict adherence to readiness and fairness. Even the most penniless refugee deserves a fair share, but no more. This oath calls its followers to be charitable, but also skeptical, because those who take advantage of others' kindness seek these paladins hoping to trick them.
Tenets of Indemnity
The tenets of the Oath of Indemnity demand careful examination to ensure accurate distribution of assistance.
Duty. Your first and foremost responsibility is to provide aid to the wronged and stricken. They are your only priority.
Self-sufficiency. To help others you must be able to help yourself. If you are insecure in your abilities, you crumble beneath the weight of your responsibilities.
Integrity. You hold the lives and livelihoods of others in trust. Their faith in you is invaluable, and must be honored.
Readiness. It is not enough to address the aftermath. Preparation saves more lives than retribution.
Fairness. Every injured party receives a fair share of reparations—and not a cent more. Scorn those who seek profit from your altruism, and punish them harshly.
Those who uphold the Oath of Inquisition are warriors of strict ideals and little compromise. Resolute
in their vision of how the world should be, they root
out dissent and remove opposition to their cause
wherever they find it. Though many Inquisitors work
for the greater good, and for evil, the line between
those two absolutes can become very blurry when
hard choices need to be made.
Tenets of Inquisition
Duty. We all have a responsibility to help make the
world how it should be. I can show you the true way.
Fortitude. I have faith in my beliefs, and nothing can
shake my confidence that I am right.
Tenacity. To retreat today might be a necessary evil,
but I will return with tenfold might to destroy the
what I have seen here.
Purity. The wrong kinds of people cannot be tolerated. They will see things my way, or they will be
excised.
The Oath of Joy is one of love, laughter, and life. They take
their vows not in solitude and reverent contemplation, but
with rambunctious glory, and the ululation of the elated.
Driven by the need to safeguard happiness, they uproot evil
wherever its destruction can cause the most joy. Sometimes
referred to as smiling knights, or cheer wardens, those who
swear this oath often gather together to form veritable roving
festivals, often dedicated to gods of life, or revelry. They are
regularly found in attendance at weddings, coming of age
ceremonies, and other celebrations.
Tenets of Joy
A paladin of this oath learns their tenets in song, repeating
them as a daily hymn to refocus their dedication.
The Holiest of Healing. Is laughter shared.
Comfort the Mournful. And shelter the scared.
Grow Happiness from Hate. With evil undone.
Bring Joy On Your Side. And the battle's half won.
The Oath of Judgement is made by a paladin with the belief
that any crime can be forgiven, but a few of them can only be
forgiven by death. Whether they're called an executioner, an
inquisitor, or insultingly a butcher, they work within the law
and allow the indicted to atone for whatever deed they've
done. To imprison a thief or execute a murderer, only the
appropriate punishment for the crime committed can be
called judgment. To act otherwise is merely vengeance.
Tenets of Judgement
The tenets of the Oath of Judgement are nearly identical
regardless of where they're sworn or who they're sworn by.
As they abide by the law and are empowered by it, they tend
to be lawful in alignment, though whether they're good or evil
is dependent on the paladin. Their tenets can't be mistaken.
Heed the Judge. I will heed the verdict passed down on
the guilty by the law, and I will not stray from that verdict.
Heed the Jury. The law is made by society and not by
an individual, I will not decide the law by my will alone.
Be the Executioner. I will punish the guilty as they
deserve and allow them to be forgiven for their crime.
The Oath of Mercy is a vow undertaken by those who wish to
end the world's suffering. These compassionate souls seek
out creatures in pain and work tirelessly to aid them.
Sometimes it's vanquishing a relentless tyrant, other times it's
finding the cure to a devastating plague. Other, less tangible
woes aren't so simple to cure. Paladins who follow this oath
will sometimes have to make hard decisions to do what it
takes to end the pain in any way possible.
Tenets of Mercy
The tenants of mercy are simply written and simply executed.
Though exact interpretations vary, the core intent of the oath
is easily understood.
Serve the Suffering. You serve all who are in pain, and
must work to end their pain as swiftly as possible.
Cure Evil. The souls of those who are evil are in torment,
even if their body is unaware of it. This too is suffering you
must end.
The Privilege of Power. Showing mercy is an option
afforded to the strong. Always strive to strengthen yourself.
Compassion. To show mercy you must have sympathy for
those you serve. When possible, take time to understand the
pain of others.
Those who uphold the Oath of Mystery are bound
to solve puzzles and bring clarity to the world. Paladins of this denomination focus their efforts on the
great mysteries of existence, and seek out famous
puzzles, disappearances or legendary riddling monsters to defeat in battles of wit.
Tenets of Mystery
Curiosity. We have a duty to follow the questions
that interest us, wherever they lead.
Patience. Solving a puzzle can mean returning to it
many times, or over a long period. Some lives are
spent in the pursuit of the answer to a single question.
Restraint. Violence and force might remove obstacles from your path, but in doing so they deprive you
of a chance to learn and grow.
The Oath of Night is as old as the darkness itself.
Sometimes called ‘shadow knights’, paladins who swear
this oath believe that darkness, and those who dwell within
it, are not meant to be feared, but embraced, understood
and protected.
Tenets of the Night
The tenets of the Oath of Night emphasize the principles
that darkness, both in spirit and the world, are not to be
feared, and that it is just as necessary as the light. Its four
central principles are simple.
Embrace the Night. Through your actions, strive to
quell any fearful thoughts of the darkness and night, for
those that dwell within it have their own worth and beauty.
Foster the Night. Where there is light within the world,
remind other of the calming embrace of the dark. Stand
vigilant against those who would take the darkness away.
Be Still the Night. Always be mindful of the silent calm
that darkness and night can bring. Be swift, quiet, and
blend in with the dark.
Become the Night. Become a symbol for the dark places
of the world, as a reminder that there is nothing to fear
from what you do not understand
Oath of Pain
Some paladins worship dark gods, corrupting
their healing abilities and restoration into
curses, plagues, and blights. Where other
paladins heal the sick and blind, paladins of this
oath, occasionally called antipaladins, afflict
their victims with fear, madness, and disease.
Tenets Of Pestilence
This oath emphasizes blighting, corrupting,
inverting and distorting the enemies of the
paladin in service of their dark calling.
Spread the Rot. Where there is hope,
squelch it, where there is fear, stoke it, when
your foes are in agony, let it fester.
Corrupt the Righteous. Reveal the darkness
that lies in the heart of all mortal creatures.
Cull the Weak. Without plague and strife, the weak will multiply and the strong cannot rise.
For many mortals, power is a means of control and a resource
for rule. You, however, have been granted power for the
purpose of providing it to others again. Your strength is a gift
you use to become a living symbol of hope that brings peace to
others' hearts and power into their lives. Lead the way, and
rise up against those evil forces that would threaten the realm
or oppress the commoner. You have the power!
Tenets of Power
Whether you received your gift from a precursor people, god,
magical artifact, or the mystic locus of a people in need, this
oath obligates you to honorable living and heroic deeds.
Righteous Cause. Your power is a privilege, not a right. It
should be wielded to safeguard, save, and serve.
Brave Conduct. Fear is the enemy that will make you hold
back. Be brave; step forward. You are the hero people need!
Living Inspiration. More than a rescuer, a hero is an ideal.
Be an example and inspiration to those who need one most.
Paladins who follow the Oath of Predation believe
that the world can only be made perfect through utter
control. Through careful planning, subterfuge and
unwavering patience, these paladins create hierarchies
with themselves at the top, and execute their power with
impunity. Few paladins can resist the allure of unchecked
power, and most succumb to the temptations of tyranny.
The clearest example of these illriggers come from the
Dragonlance campaign setting, an order known as the
Knights of Takhisis.
Tenets of Predation
The tenets of the Oath of Predation remind adherents
that the whims of their patron supersede all other oaths
and laws.
Cultivate the Flock. It is not enough to gather a
congregation. You must hone them to a ready point,
zealous to do what is necessary with a word.
Maintain Supremacy. You are the order in the midst
of chaos. You vow to follow no rules other than the rigid
disciplines necessary to maintain the faith. Those who
deviate from the plan will die.
Reward Thy Followers. Engage not in needless cruelty
and treat well those who submit. Honor thy contracts but
do not hesitate to steal, murder, or mislead to complete
your orders.
World of Order. You provide authority where it lacks
and subjugate yourself to the cause. Just as you do not
operate with impunity, you create and maintain a network
of followers to precipitate an unquestionable dominion.
Paladins who take the Oath of Providence believe they
are the hand of destiny, striking down enemies beyond
redemption. They believe in their hearts that some
creatures, often those who commit atrocities, are fated to
die in battle. These paladins are the executioners. Their
oath gives them the power to bend destiny in their favor
and send foes to their final fate.
Tenets of Providence
The tenets of the Oath of Providence are written in stone
on the tombs of paladins undertaking this path.
Embrace Destiny. When bad luck comes your way,
understand it was meant to be and search for the
opportunity fate has given you within your loss.
Deliver Enemies to Fate. Those who become your
enemies aren’t long for this world. They must die by
your hand.
Accept Immutability. Fate is a force more powerful than
the gods. Accept that there are situations in which you're
powerless and take power over that you can influence.
Strength in Numbers. Together with your allies, you
have the power to influence fate. Destiny smiles upon
those who embrace it.
The Oath of Purification dedicates a paladin to the pursuit of rooting out and cleansing the corruption they see in their world. Sometimes referred to as hell knights, inquisitors, and red knights. It is rare that a paladin chooses to fight fire with fire, but those that have done so often exercise extreme caution. They are well aware of the destructive force of fire to anything in close proximity. Still, there have been those that have lost their temper, causing ruin and tainting the name of others that swear the oath.
Tenets of Purification
The tenets of the Oath of Purification vary slightly by what caused the paladin to first swear them. The following tenets are present in almost all oaths.
Purge. I will seek evil at its source, and purify it from the inside out.
Beacon. My deeds will burn bright as a beacon of hope and guidance.
Control. Fire is a wild element, and I will do what I can to temper and focus it.
Rebirth. Where evil has left its mark, my work is not done by rooting it out. I must restore. If my actions have caused destruction, I am oathbound to provide restitution.
The Oath of Radiance is almost as old as the sun that it follows, and has remained a steady force of good over the ages. Often called sun warriors or shining knights, paladins that take this oath seek to bring light and knowledge to even the darkest areas of the
world. Some of them adorn their armor with dazzling inlaid glass and brilliantly bright metals, so that they can reflect the sun’s glory and become physical beacons on the battlefield. They also might wear images of the sun or stars—the holy lights that bring
life and knowledge to this world, and reveal all that is hidden by shadows and darkness. Like a star in the night, a paladin of the Oath of Radiance seeks to be a light of truth in the dark.
Tenets of Radiance
Though those that take this oath do so for an array of reasons,
they generally all follow these core tenets:
Truth. Like a light in the dark, you must reveal the truth when
it is shrouded in mystery.
Leadership. You must become a beacon of light that everyone
else follows, and lead others along the right path.
Preservation. Where the light glows strongest, you must be
ready to stand in its defense.
Knowledge. Those that are ignorant to the truth must be shown
the light. Spread your knowledge to all those that would accept it.
The Oath of rebellion binds you to a cause. You revolt against authority wherever it tries to use it's influence to oppress the people. You take a stand and don't move until your goal is fulfilled.
Tenets Of Rebellion
Fight Against Tyranny. Do not turn your back on people being oppressed by despots. You stand with them and fight for their freedom.
Lift the People. Give hope to others in the struggle. Be the beacon of their hope.
Remember the Fallen. Never forget those who lose their lives for the cause. Their spirit will power you through to victory.
Build on Victory. Every small win is a step in your path to achieving your goals. Cherish them and press the advantage.
Demand Equality. Every person in this world deserves to be treated with respect. Step in when someone's rights are being ignored.
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.
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just
The Oath of Resolve is a lonely path, walked by those who
seek to achieve as much with their lives as they can. They are
wandering crusaders, looking for wrongs to right, or to
hamper the efforts of those whose aims will lead to chaos and
pain, wherever they might be. These knights do not trouble
themselves with the why, and if a larger trouble comes along
while they already pursue a task, they do not falter. The only
thing that matters is the next step, for the last one never
comes.
Tenets of Resolve
The tenets of the Oath of Resolve are some of the least
attractive for Paladins, but they produce effective warriors.
The core premise of the tenets speak for themselves.
Remain Focused. I cannot be divided in my goals, I must
choose an objective and pursue it until it is complete.
Reject Vice. The path of comfort leads to complacency
No Remorse. What has been done has been done, regret
has no place in my heart.
Fight Until Your Last Breath. Death may be inevitable, but
it should never be accepted.
The Oath of Ruin is sworn by paladins who seek to pursue
change through destruction. Sometimes called breakers,
harbingers, or ruin knights, paladins of this kind are
unwelcome guests to all. They do not bring destruction for its
own sake, using it as the ultimate tool to avert more serious
disasters. If a king's neck stands between lasting peace and
the realm, then it's their sworn duty to swing the sword that
reunites them. A paladin of this oath will bring a nation to its
knees, if the ends justify the means. Their armor and weapons
brazenly bear the marks of their crusades; damage and wear
showing a commitment to their cause for change.
Tenets of Ruin
The tenets of the Oath of Ruin are left marked in toppled
thrones, shattered cities, and on monuments built from fallen
foes.
Ruin Comes From Purpose. Change is a chaotic path to
follow, but true chaos leads to nowhere.
Darkest Before Dawn. Things have to be worse, before
they can get better.
The Greatest Burden. Violence stains the soul; sacrificing
my own for others is another example of progress through
destruction.
Glory of the Lonely. Fear and hatred may dog my heels,
but I will find peace in my conviction.
The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil.
While most who have glimpsed into the Far Realm suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they've seen in the comforting shroud of madness.
An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven't experienced a brush with the beyond, their morality coming in blue and orange rather than black and white. Almost universally they are dedicated to preventing the threats beyond from consuming the material world and shattering the fragile minds within.
These are the ones who make grim decisions for the greater good, for they know what lies beyond.
Tenets of Sanity
Order. Never act on random or chaotic impulses. These are the cracks of madness.
Vigilance. Never let your attention wander, least you miss the signs madness.
Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
Sanity. No matter what, never give into madness.
There's no need to ask about the origin, identity, or aims of the Oath of Secrecy. It's never been known, nor revealed. It is often opined, optimistically, that these paladins are all quietly guarding us against some unseen threat.
Perhaps they are themsel-
Tenets of Secrecy
The tenets of the Oath of Secrecy, and indeed its very existence, go unspoken by those bound by it. The oath does not sway toward any particular alignment, though often the powers it grants are used for evil. Its four central principles are simple.
Blend with the Masses. Draw as little attention to yourself as possible, and try to appear unremarkable to outsiders. Try to avoid open combat, and dispatch your foes quietly instead. Listen to others, and don't put yourself on a stage.
Keep your Lair Guarded. Should you feel the need, maintain a safe house where you can speak freely without fear of being seen or heard by anyone. If you make one, keep that safe house warded against all possible intrusion.
Keep your Actions Secret. If your actions would give away your power or aims, attempt to conceal them or pass them off as something else.
Keep your Aims Secret. Let nobody know the extent of your true motivations and goals, unless they are your trusted allies. If any else should find out, silence them before they can pass on such information.
Oath of Serenity
The Oath of Sorrow is a vow to accept pain, to endure misery,
and to use the melancholy within you as fuel for the fires of
life. Those who follow this oath are a dour lot, but only
because they see just how precious mortality is. A paladin
who makes a vow to bring their sorrow with them uses it as a
weapon, sharing their grief with others to still their hand of
evil. Nothing angers them more than needless sorrow,
because sadness without joy makes only more sadness. They
fight those who are cruel and selfish, those who seek to
spread pain for its own sake.
Tenets of Sorrow
The tenets of the Oath of Sorrow are spoken in hushed
whispers, respectful of those who have come and gone.
Remember the Dead. They are gone, but our memories of
them must live on.
End Suffering. When pain is too much to bear, it is our
duty to end it.
Embrace Anguish. A life without sorrow is a life without
happiness, for all things we love must die. Revel in your
sorrow, for it reminds us what we are.
No Regrets. Cry for what was, not what could have been.
When the first weapons were forged, there were those who
saw them as a divine gift, godly extensions of the warrior.
These believers were among the first to live by the blade, for
the blade, creating an order of elite warriors who sought
enlightenment through battle. It is said that the spirits of
some of these mighty warriors linger, eons after their death -
bound to the weapons they wielded, providing guidance to
their wielders and ushering in the next generation of
oathsworn. While followers of this oath primarily use bladed
weapons, it is not unheard of for them to do otherwise.
Tenets of Steel
The tenets of steel act as a guide paladins of this oath live by.
These tenets emphasis strength, tenacity and self perfection.
Live By the Blade. Embrace the ways of the warrior and
fight to protect what you value most, for battle is nothing
without purpose; never give up.
Sharpen Mind and Body. Hone your skills through training
and battle both; never pass up an opportunity to improve.
Master the Art of War. Through your trials and
tribulations, master war in all its forms, no matter what they
may be; never stop learning, through both choice and
experience.
In the wastes, the sun is a double-edged sword: though it
brings light, warmth, and nourishment to the little greenery
there is in the desert, it also burns, blinds, and can destroy
those who do not respect it. Paladins who take the Oath of
the Sun understand the sun's dual nature, and strive to both
bring its light to the darkest reaches of the world and to
protect those who fall prey to the sun's rays out of
happenstance or misfortune.
Unlike other paladins, most brothers who take the Oath of
the Sun belong to a clergy of a sun god or saint of some sort, be it
Amaterasu, Apollo, Ra, or any other. They most often serve
as templars, protecting their temples from raiders, bandits,
and more supernatural threats. They are uniformly good,
though their adherence to laws other than that of their faith
is sometimes shaky.
Tenets of the Sunlight
The Oath of the Sunlight is always taken in
public at the height of noon, among the congregation of the
paladin's church.
The Sun Rises. The sun rises over the horizon each day,
without fail, spreading light over the whole of the world. So
should you never fail in your task to spread your faith and
knowledge every day.
The Sun Blazes. Under the noonday sun, only the pure
may survive for long. Those that fear the sun must see its
light, so as to burn away their impurity.
The Sun Sets. The sun must rest each night, and give
the world a chance to sleep. So too should you give rest to
your fury and righteousness in the service of mercy, though
only to those who deserve it.
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.
Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Paladins who follow the Oath of the Bartender are known for being some of the most hospitible people in the entirity of the
multiverse. Usually following harvest gods such as Chauntea
or Yondalla, or even gods that represent personal fufillment
or wealth such as Sharess. They spend their time guarding
their bars with great pride and bringing food, drink, and
satisfaction to anyone looking to buy their product. Those
who follow this oath usually adventure in hopes to please a
high paying client or even to promote their place of buisness
in far off lands and to very exotic races. In the end, the
bartender always gets his pay.
Tenets of the Bar
Those who serve the act of bartending well often share these
tenets.
Service: Always give quality service to a paying client.
Especially if this client is friendly or well paying.
Thirst and Hunger: Never let a paying, well behaved
client in your bar go hungry or thirsty. Be absolutly certain
that you're always stocked with food and booze.
Protection: Be sure to protect your bar from rabble
rousers and crooks. Throw out those who are causing
trouble in your bar
The Oath of the Blue Moon calls to paladins who gain divine power from the blue moon itself. Hunting their foes during the night, with the radiance of the moon shining upon them. They prefer to smite their enemies with a bow and other ranged weaponry. Paladins that follow the Oath of the Blue Moon commonly worship Ambran or the blue moon itself.
Tenets Of The Blue Moon
A paladin who takes this oath recites them every night when darkness falls upon the land.
Radiance. The moon shines down on you and your allies, its divine light filling the darkened land with hope, safety, and security.
Percipience. Evil uses the darkness as their ally. In this confusion your senses must be your truth. Like the silent moon, you are a silent guardian who is over alert.
Celerity. Like an arrow embued with lunar divinity your mind and body must be trained with a piercing quickness.
Guidance. Like the moon and the stars in the night sky, you are a heavenly guide to those who are lost or need protection.
The Oath of the Common Man is born of togetherness, mutual suffering, and righteous indignation at those who would put their boot heel to the collective neck of the worst-off in society. When a greedy baron levies unfair taxes that cut the poor to the bone, when a pompous dragon ransacks the countryside to build his own personal hoard, when a bloodthirsty tyrant forces the poor into conscripted service in his armies, to fight and die on the frontlines, the paladin of the Common Man will be there with the fury of the oppressed at their back, with thunder in their voice and fire in their eyes, and the will of the people behind their every word and action. To a paladin of the Common Man, tyrants and avaricious industrialists are worse than any fiend, and they must be thrown down, their schemes bent and broken, before the might of those they sought to keep beneath them.
Paladins of the Common Man always wear armor and clothing that is simple, un-ornate, but well-cared-for and kept up with the labor and dedication that comes only from earnest devotion.
Tenets of the Common Man
The tenets that a paladin of the Common Man obeys vary wildly from individual to individual, but all carry within them the same revolutionary spirit, the single idea that the change the world needs to break free from tyranny is destined to happen, but that much work needs to be done alongside every common man and woman to bring this collective dream to fruition. A paladin of the Common Man thus roughly upholds the following tenets:
Equality. All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm.
Community. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all.
Respect. Give respect, love, and kindness to those disenfranchised who find themselves with out any. They are your comrades, and the reason you fight.
Change. The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future.
Labor. You are not above the work that the common man does. Whenever you have a chance, labor with them as they do and work to ease their difficult lot in life.
Not all those who swear oaths do so for upstanding reasons. The fearsome warriors of the high seas, Corsair Paladins, swear an oath to themselves and their crew. They will do whatever it takes to maintain their freedom, their fortune, and the favor of their shipmates. Chaotic by nature, these scallywags abhor any laws that aren't their own.
Tenents of the Corsair
Corsairs follow a strict code, and in order to earn their trust, their allies and followers must swear to the Corsair's Code.
Freedom. Above all else, people are meant to be free. Like the birds of the air and fish of the sea, no one should be forced to follow any rules that they did not agree to or have a hand in deciding.
Loyalty. Those that betray their allies are the lowest of low creatures. Trechary shall be repaid with death, and loyalty rewarded with an equal share of treasure and fortune.
Bravery. Cowards are a liability and are not to be tolerated. If you won't defend yourself you deserve whatever comes to you. Live in such a way that the bards will sing of your deeds.
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.
Tenets of the Crown
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
The oath of the damned binds one to the Nine Hell. Paladins
that take this oath submit themselves to the rule of an
archdevil, or even Asmodeus himself. They are tasked to
spread the dark influence of their master, by sowing
corruption and chaos in the material plane. Also known as
Messengers of Hell, they are sent to collect on contracts or
to find people who are willing to form new ones.
Tenets of the Damned
A paladin who takes this oath has the tenets of the damned
engraved into their soul.
Follow the Contract. Once you sign a contract, you are
bound to fulfil it, by any means necessary.
Exploit Weakness. Everyone has secret desires. Find
them and use them to your advantage. Tempt the weak-
minded. Persuade them to give in to their desires.
Obedience. Act in accordance to the Infernal Hierarchy.
Never disobey an order given by your superiors.
Ambition. Always strive for more power, and never be satisfied with what you have.
In the beginning there was nothing; even before that nothing,
there was something older than time, older than space,
lurking right outside the universe. Ancient groups of humans
researched, prayed to, and worshipped this being, eventually
tapping into its powers. Thus, the first order of the Far
Knights was formed.
Tenets of the Far Realms
The tenets of the Far Realms exist to reinforce the intentions
of the old worshippers, reigning in any new ideologies back to
the set ways of the elder one.
Will of the elder beings. These creatures from before time
itself are privy to secret knowledge; trust the plan they have
for you.
Follow the whispers. Great beings of awesome power who
dwelt in this world far before the planes share their wisdom
with you; follow it wisely.
Gaze into the void. The dark places hold many secrets,
seek them out; do not be afraid of what you may find.
Paladins who take the Oath of the Frontier are the sworn protectors of the furthest reaches of civilization. Sometimes known as vanguards, outriders, and vagabond knights these paladins leave behind the comforts of civilized society to serve as its front line defenders, traversing vast distances across harsh terrain in search of people in need.
Tenets of the Frontier
The Oath of the Frontier is a commitment to uphold justice for the people who seek a better world. While many who swear the oath do so in service of gods of peace, protection, and law they all share a commitment to the protection of the people.
Justice for All. Every person deserves justice because every person is capable of making the world better.
Be Prepared. You must be physically, mentally, and morally ready to fight for what is right.
Hold the Line. Never let evil encroach upon progress and prosperity.
Heed the Call. The frontier is vast and dangerous, so you must be swift and courageous. Never let a call for help go unanswered.
The Oath of the Grave is a seldom practiced tradition, most
commonly reserved for the followers of Etarnus.
Sometimes called winter knights, black knights, or grave knights,
these paladins serve as protectors of the sacred passings into the
afterlife. They constantly struggle against the forces of undeath,
as they see them as the most unholy abominations that blight this
land. They adorn themselves with images of death and winter -
skulls, ravens, or similar symbols of their patron gods.
Tenets of the Grave
The tenets of the Oath of the grave have been passed down for
generations. This oath emphasizes the passing between the
warmth of life to the everlasting cold of death, and punishes those
that defile this passing with the unholy raising of undead.
Annihilate the Unholy. The undead and those who foster them
are unholy and wicked. Destroy them before they defile more
than they have already
Preserve the Righteous. Death should not come early to those
who have led a blessed life . Preserve the righteous, so they may
live on without fear.
Let Souls Pass On. Every soul deserves its place in the
afterlife. When you see a creature forced into undeath, let its soul
go free.
Accept Death. Death comes to all eventually. Accept it, and
you will find a place in the afterlife.
The oath of the grim hunt is a calling that requires its followers to seek out and destroy the many evils that stalk the mortal realms. Often called Grim knights, or Knight Slayers, these hunters dedicate themselves, body and soul, to hunting down the monstrous, the wicked, and the mutated, and destroying them with a burning, merciless prejudice.
Tenets of the Grim Hunt
Kill the monster, burn the cult: Seek and destroy the monsters that seek to feast on the woes of mortals, and end the lives of their mortal followers.
Defy the dark ones: Evil persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from the histories.
Be ever prepared: Your enemy never rests, but you must never be unable to answer the call. Abstain from drink, and gluttony. Keep your body strong, and your will unbreakable.
No mercy for the wicked: Your enemies lack empathy and mercy. Have none and show them none.
Those who take up the Oath of the Grim March are those
who have looked into the eyes of undeath and have seen its
horror. They are the few who know of the value of death and
how it is a beauty compared to the horrors that are its
alternatives. These paladins have taken up the calling to
banish the dark touch of necromancy no matter what the
cost, even if it means using its enemy again it.
Tenets of the Grim March
Revere Death
Every person meets their demise, it is
inevitable. What is important is knowing that the march of
death is not the enemy but a sacred release from this world
to the next.
Abhor Undeath
The raising of the dead is a vile act that
robs a soul of its holy right and therefore must be
destroyed.
Thy Enemy is Thy Weapon
Necromancy is repulsive and
unjustifiable but sometimes relying on evil is necessary
when achieving the greater good.
The Oath of the Left Hand is always sworn before another power, be they mortal, divine, or something more. These paladins—sometimes called winter knights, nightingales, or left hands—are the shadows behind the powers they worship, often serving as spies or spymasters and bringing divine might to dark places in the name of their reverence.
Left hands are devoted, but not blind. While they are strong in faith, should the one they follow perish or fall beyond redemption, the hand will leave their side to carry on the legacy of the being they once knew.
Tenets of the Left Hand
A paladin who swears this oath will often whisper the tenets of the left hand as a mantra, a quiet reminder of their oath.
Silence. You will speak when you must, and only then. Your careful word at the perfect moment will mean more than all the shouting in the world.
Secrecy. You are an instrument, but never the song. Yours is not the glory—let others will go down in history. You will foster that legacy.
Loyalty. It is not enough to be loyal in times of sun and splendour. A hand is a hand, in light and in darkness, and you will stay true no matter how harsh the weather.
Knowledge is a wondrous thing and few appreciate it more than the Oath of the Librarians. These paladins see it as their duty to accumulate all knowledge into a single collection and to use that collection to enlighten the world. For this purpose, they aligned themselves with the Temple City of Korydun and the Church of the Saphire Eye, to create the Grand Library a collection of everything the Librarians have learned. They have even created a type of magic to grant them access to their library from anywhere in the world.
But just because a paladin has access to the Grand Library, does not make it an easy task to call upon its vast troves of knowledge. A paladin can spend their entire life learning how to navigate the seemingly infinite amount of knowledge. It is not as simple as turning the pages of a book. The Grand Library constitutes a library as large as several cities, and it is always growing. To search through its archives, a paladin must use special techniques.
Sometimes a paladin can call upon divine guidance to lead them to what they need to know. Sometimes they must do battle, the movements of their foes working to call forth the information they need. Other times, they will simply need to spend hours diligently searching the library for what they need.
Tenets of the Librarians
The tenets of the Oath of the Librarians send a paladin on a quest of never-ending discovery
Learn the Word
Keep an open mind. Your lessons are never over.
Share the Word
Be a teacher to those who will listen and an advocate to those who will not.
Protect the Word
Guard knowledge against the forces that would abuse it or destroy it.
As old as the race of dwarves, as unchanging as the greatest
peaks, the Oath of the Mountain calls to paladins that must
stand against unending hordes and defend against constant
threat. Sometimes called bulwarks, bastions or earthen
knights, these paladins seek to be a reassuring constant in an
uncertain and volatile world. Though they swear themselves to
the highest standards of duty and vigilance, they are careful
not to appear as untouchable paragons of virtue, integrating
themselves with folks from all walks of life and lending them
an ear and hand as needed; so though these unyielding
defenders can stand alone against the tide, it is a rare
occasion indeed. Those who swear this oath adorn their
armor with natural minerals and motifs of earth and stone, to
represent their stalwart commitment to defending their
charges.
Tenets of the Mountain
The tenets of the Oath of the Mountain have been
immortalized ever since the dwarves first delved underground,
their words inscribed on tablets of stone and rock. The tenets
of the oath emphasize duty, vigilance, and perserverance
against overwhelming odds.
Stand Strong Against the Tide. Wherever the wicked
threaten civilization, rise and stand against them. Through
your unwavering vigilance, become the rock that will break
the tide.
Be Their Unmoving Shield. Where morale wavers and the
weak are menaced, lend your arm and your ear to all who
need it. Through your acts and words of bravery, become the
castle that shields and inspires all within.
Never Give Up. Even when all seems lost and defeat
appears inevitable, do not falter. Through your unyielding
resolve, courage and valor, become the unbreakable mountain
that leads your allies to victory.
Knights who swear an oath to the north star aid and guide travelers along their way. They take after the star itself, reliable and steadfast in even the darkest of times.
Tenets of the North Star
A paladin who takes this oath swears on a star in the sky on a
clear night.
Show the Way. It is your duty to guide the lost back onto the righteous path. Otherwise, those who are lost will never find their way.
Stand Strong. Do not waver or break formation. Many rely on you, and for them you must stand strong.
Shine in the Night. Without the light above, the night would be dark. Shine bright and defend against the darkness.
The Oath of the Sky calls to paladins who wish to see a free
world where tyranny and oppression are replaced by equity.
They typically find themselves as guardians of communities
that share their beliefs and have historically served as the
vanguard for liberation fonts. Often called skywarderns and
partnering with sentient creatures of the skies, these paladins
will always be ready to act against any sign of corruption.
Tenets of the Sky
The tenets of the Oath of the Sky vary by paladin as do the
views on life and the mystery of free will, but they generally
share these beliefs.
Liberty. Your actions champion the preservation of choice
and free will. Impose law only to protect the freedom of
others.
Courage. In times of crisis, you are the first one to act, and
always protect the ones unable to fight.
Vigilance. You are always alert and ready to root out and
hunt down oppressors.
Some people say man is the most dangerous prey. They’re wrong, can man ignite the air and freeze your blood? Can man turn into flocks of rats when cornered in an alley? No they can’t.
Wizards are the most dangerous prey.
The Spellbreaker is an oath that was created during the Crystal Age, once the world realised the power that wizards could wield and the absolute destruction they could bring about. Sometimes called anti-magic knights or magic nullifiers, paladins who swear this oath want to prevent the corruption of magic to spread further, and hunt mages who bring harm to their community. Often times those victimized by wizards and other magic users who have
Tenets of the Spellbreaker
The tenants of the Spellbreaker are twofold: The preservation of magic as a tool for good, and the commitment required to destroy arcane sorcery used for wrong ends.
Those who take this oath have it carved along their spine.
Magic Corrupts
Magic is an absolute form of power. Power corrupts and absolute power corrupts absolutely. You must keep it in check.
Magic is Two-Edged
Your power comes from the very thing you seek to destroy. Not all magic warrants your wrath, lest you find yourself becoming that which you hunt.
Magic brings life
You must combat those who wield magic for power, but, so too should you protect those who use it to make society flourish
Those who follow the Oath of Spiders are usually found
living in temples to their arachnid gods that are built
underground or in caves. Paladins who follow this oath are
primarily female as the majority of those who follow this oath
are servents to the Queen of Spiders, Lolth. However, it is not
uncommon for a male to become a knight in the hopes that
he would gain favor with the Queen of Spiders and gain her
boon in an attempt to please her, usually these males become
Driders. Those who follow this Oath usually become their
matriarch's personal assassins, skulking around in an
attempt to destroy priests that follow Lolth's rivals.
Tenants of the Spider
Matriarchy: Never go against the wishes of your spider
martriarch or turn to heracy.
Domination: Serve your matriarch well by dominating
those who go against the spider.
Toxicity: Toxins are as precious as blood, never
intentionally waste a drop
When the stars are threatened by the cosmic darkness that wants to consume all light, heroes are called upon to ascend beyond the quarrels of gods and men, to ensure that the glorious light never ceases to shine.
Tenets of the Stars
Those that follow this oath have strict instructions, even more so than any other type of paladin. While another paladin fails their faith, you may fail creation itself.
Keep the Lights Burning
If the light of the stars falls, darkness will flood into the world. The stars must not go out, even if the innocent must be used as tinder.
Shine like the Lights
Being a burning beacon of hope and power will show others what the Lights can do for the worthy. Show them the Lights’ power so that they might bow down before it.
Recognize the Lights’ Beauty
At night, take the time to look into the sky and value the stars that exist there, and remind yourself of what you protect
The Oath of the Titan is taken by those who wish to become
larger than life, an oath made that allows a person to be a
living testament to their own strength. Like walking statues,
and often bigger, they wade through the thick of the fight as a
force to be reckoned with. A giant amongst their people, they
are unmistakable and act as beacons for others to fight
against the coming tide. Not just content with leading as an
example by their actions, the need to be seen, heard, and felt
is intrinsic to their very being. The sounds of their heavy
strikes echo like thunder, twins of the hammer blows that
leave the telling of their tales in stone and steel for all to see.
Tenets of the Titan
The tenets of the Oath of the Titan are ever unchanging,
etched in stone both metaphorically and literally. These tenets
represent the vow accepted by all those who seek to swear
this oath, a promise made that these paladins keep to remind
them of why they serve and fight.
Inspire Others. Though you may reach lofty heights,
always seek to raise up those around you.
First To Fight. You are a symbol, the eyes of your allies
should follow your path to glory.
Unbent and Unbroken. Never lose hope. There is always
strength, even in failure.
Make Them Remember. The world may tremble at your
footsteps, but your foes will tremble at your name.
Unconquered Paladin's are soldiers who dedicate themselves
to defending the ideals of freedom and prosperity and
fighting those who would use strength and violence to
subdue and rule the weak. Commonly called Bulwark
knights, mountain Knights, and The Unbroken, these soldiers
stride into battle with defensive magics alight, making them
mobile fortresses that can withstand the wrath of kings,
emperors, and gods.
Tenets of the Unconquered
Defend the Weak. When walls and shields are not
enough you must be there to be their bulwark against
destruction.
Vanquish Tyranny. Tyrants cause misery in their
ambitions. Deny them their dreams whether they be of the
heavens or the hells.
Kindle Courage. When there is doubt, you must be an
anchor for the courage and will of those around you.
Challenge the strong. You are unbreakable; show no fear,
and take little caution. The monarch is your nemesis, and
you are theirs.
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 or saints 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.
Commonly known as blackguards, these profane
warriors are faithful only to trickster gods,
demons lords, or their own image. These
paladins make backstabbing and duplicity an art
among their ranks. Even the Lords of Hell are
loath to ally with these champions of discord, but
sometimes Baalzebul and Glasya find a kindred
spirit in a blackguard’s penchant for double
dealing and treachery.
Tenets of Treachery
A paladin who embraces the Oath of Treachery
owes allegiance to no one. There are no tenets of
this oath, for it lacks any substance. Those who
are unfortunate enough to have close contact
with blackguards have observed that a
blackguard’s overwhelming concern is power
and safety, especially if both can be obtained at
the expense of others.
The Oath of Unlife is a rare and secretive tradition, one that offers two distinct and very different paths. Sometimes called reapers or grave knights, paladins who swear this oath commit themselves to furthering the cause of necromancy and the undead, believing that undeath is simply a new, and superior, stage of life, free of all mortal fears and concerns. Some seek to achieve their goals through nonviolent means, challenging the views of these traditionally taboo subjects by showing others the benefits of undeath and treating their subjects with the utmost respect.
Many more, however, walk a path of darkness, seeing the masses as narrow minded fools who can only be taught by force. These death knights frequently pledge allegiance to powerful evil undead or other unholy forces, bringing little but death and destruction with their raised servants.
Tenets of Unlife
The dual essence of the Oath of Unlife, and its secretive nature, ensures that its tenets vary wildly from paladin to paladin. However, the core tenets and their principles remain the same no matter what path one walks, emphasizing the need to teach societies the benefits of necromancy, and that undeath is a state that should be revered, not reviled.
Grant the Gift. A life taken before their time need not be ended so soon. Raise them when you are able, and give them a form with intellect and thought so they may continue their pursuits. Raise also the wicked and unjust, so they can serve a greater purpose in death.
Venerate the Undead. The unliving have achieved an ascended state, one worthy of respect. Treat your servants as valued tools, and intelligent undead as equals; attempt negotiation before violence, if possible.
Enlighten the Living. Many places and peoples hold necromancy and the undead in the deepest contempt, calling them profane. Show them the error of their ways, so they may be uplifted.
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.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Whether they fight for tyranny or freedom,
justice or power, life or death, all
combatants have something that binds them
all together: a cause to fight for. Something
to ignite their passions and convince them
that something is worth giving their life for.
By swearing this oath, you exist to create
great battles and moments of glory. Because, in war, true
heroes emerge and bring great honor to all those around
them.
Tenets of War
Violence Versus War. War is grand and glorious. Killing
someone in an alley or poisoning their wine is not. Know
the difference, and ensure you do not cross the line.
The Front Lines Await. There is no honor in waiting
behind a barricade. Wade into battle and let your foes taste
your fury.
Always Be Prepared. Those who let their guard down
die before they find glory. Always be ready to fight.
Fight Only The Worthy. You seek opponents, not
victims. Your weapon should only bathe in the blood of the
strong.
Those who follow this oath may initially seem to be lawless
tricksters and liars, but their behaviour is all but random or
malicious. Sometimes known as faerie knights, Knights of the
Court and fey knights (much to the chagrin of certain other
paladins), these paladins are bound by the strange rules of the
Fey. They dedicate themselves to serving these otherworldly
masters, swearing to uphold their laws, principles, and ideals
a world away from their hidden realms and carrying out their
will. Often, these paladins can be found as elite warriors
serving in the Seelie and Unseelie Courts, or guarding
valuable portals to and from the Feywild, but the nature of
their masters means they can be found anywhere on the
Material Plane. Their appearance varies, but each carries the
iconography of their master on their person, whether it be
worked into their armour or emblazoned on an amulet.
Tenets of Wile
The tenets of the Oath of Wile are set by the individual Fey to
which the paladin is sworn, but tend to emphasize the
following principles.
Never the Same Outfit. Be unpredictable and flexible.
Adapt yourself in method and disposition as each situation
comes, and be prepared to change as the wind blows.
Always Get the Last Laugh. Never let a slight go
unpunished. Always have a trick up your sleeve to turn the
tables; comeuppance is its own reward.
Exemplify the Fey. Above all else, exercise cleverness and
trickery wherever you can, as that is the way of the Fey. Be
generous with your tricks, eloquent with your wit and crafty
with your deceit, no matter the situation.
Paladins who vow to the Oath of Wonder vow to the
power that comes from imagination. Sometimes called the
Knights of Wonder, they believe that the only path to
success is through imagining the path you want to take,
and taking it.
Knights of Wonder are devoted to allowing everyone the
freedom of their imagination, through the suppression of
those who seek to harm it.
Tenets of Wonder
These tenets are symbolized among all Paladins of the
Oath of Wonder, through runic text written on their
bodies, to show their devotion to the freedom of the mind.
Imagination. Everyone deserves an opportunity to
think of what they want, and when they want.
Freedom. People deserve to be free. Nobody should be
treated as lesser no matter their status.
Dream. Think about the impossible, and the impossible
shall happen.
Never Surrender. Even when the battle looks
hopeless, never surrender. There is always a hope in the
battle on victory, do not ever lose sight of it.
The Oath of Zeal is a sworn vow to serve the church
and ideals of a faith. Usually known by the moniker of
inquisitor or witch hunter, paladins who swear this oath
devote their lives to rooting out enemies of their faith,
using guile when open righteousness is not an option.
They sacrifice their own purity in order to cleanse those
who defy their faith, and are willing to take extreme
measures to achieve their goals.
Tenets of Zeal
To the paladins that swear the Oath of Zeal, their long list
of tenets are as important as their faith. The specifics vary
based on the god that a paladin serves, but they all share
the ideals of destroying the enemies of their church and of
their god.
Root out Heresy. Wherever the enemies of my faith hide,
I must hunt them down.
Heretics Must be Punished. There can be no mercy for
those who will not repent.
By Any Means. My own petty qualms cannot get in the
way of my duty to my faith.
Absolute Faith. I will never go against my church and
my faith.
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