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	<id>https://wiki.kevkus.fun/index.php?action=history&amp;feed=atom&amp;title=Paladin%2FSubklassen</id>
	<title>Paladin/Subklassen - Versionsgeschichte</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.kevkus.fun/index.php?action=history&amp;feed=atom&amp;title=Paladin%2FSubklassen"/>
	<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Paladin/Subklassen&amp;action=history"/>
	<updated>2026-05-27T23:15:03Z</updated>
	<subtitle>Versionsgeschichte dieser Seite in Onos Wiki</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Paladin/Subklassen&amp;diff=222&amp;oldid=prev</id>
		<title>Admin: Fix class nav order and tabset parsing</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Paladin/Subklassen&amp;diff=222&amp;oldid=prev"/>
		<updated>2026-04-24T14:03:35Z</updated>

		<summary type="html">&lt;p&gt;Fix class nav order and tabset parsing&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;de&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 24. April 2026, 16:03 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Zeile 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin|Übersicht]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin|Übersicht]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Feats|Feats]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Feats|Feats]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;! style=&quot;width:20%&quot;|[[Paladin/Subklassen|Subklassen]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Fighting_Styles|Fighting Styles]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Fighting_Styles|Fighting Styles]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;! style=&quot;width:20%&quot;|[[Paladin/Subklassen|Subklassen]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Paladins_Smite|Paladin&amp;#039;s Smite]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Paladins_Smite|Paladin&amp;#039;s Smite]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mediawiki:diff:1.41:old-189:rev-222:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.kevkus.fun/index.php?title=Paladin/Subklassen&amp;diff=189&amp;oldid=prev</id>
		<title>Admin: Bulk class-family migration from WikiJS markdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kevkus.fun/index.php?title=Paladin/Subklassen&amp;diff=189&amp;oldid=prev"/>
		<updated>2026-04-24T13:47:01Z</updated>

		<summary type="html">&lt;p&gt;Bulk class-family migration from WikiJS markdown&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Paladin|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Paladin/Paladins_Smite|Paladin&amp;#039;s Smite]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Vanilla =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Oath of the Ancients=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&amp;#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These paladins share the following tenets:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Kindle the light of hope.&lt;br /&gt;
- Shelter life.&lt;br /&gt;
- Delight in art and laughter.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of the Ancients Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of the Ancients Spells table. These spells count as paladin spells for you, but they don&amp;#039;t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Ensnaring Strike || Speak with Animals&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Misty Step || Moonbeam&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Plant Growth || Protection from Energy&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ice Storm || Stoneskin&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Commune with Nature || Tree Stride&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Nature&amp;#039;s Wrath ===&lt;br /&gt;
As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Aura of Warding ===&lt;br /&gt;
Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Undying Sentinel ===&lt;br /&gt;
When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can&amp;#039;t do so again until you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can&amp;#039;t be aged magically, and you cease visibly aging.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Elder Champion ===&lt;br /&gt;
As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Diminish Defiance.&amp;#039;&amp;#039;&amp;#039; Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Regeneration.&amp;#039;&amp;#039;&amp;#039; At the start of each of your turns, you regain 10 Hit Points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Swift Spells.&amp;#039;&amp;#039;&amp;#039; Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.&lt;br /&gt;
&lt;br /&gt;
|-|Oath of Devotion=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&amp;#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. 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.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Many who swear this oath are devoted to gods of law and good and use their gods&amp;#039; tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These paladins share the following tenets:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Let your word be your promise.&lt;br /&gt;
- Protect the weak and never fear to act.&lt;br /&gt;
- Let your honorable deeds be an example.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of Devotion Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of Devotion Spells table. These spells count as paladin spells for you, but they don&amp;#039;t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Protection from Evil and Good || Shield of Faith&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Aid || Zone of Truth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Beacon of Hope || Dispel Magic&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Freedom of Movement || Guardian of Faith&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Commune || Flame Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Sacred Weapon ===&lt;br /&gt;
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls and damage rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.&lt;br /&gt;
&lt;br /&gt;
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.&lt;br /&gt;
&lt;br /&gt;
You can end this effect early (no action required). This effect also ends if you aren&amp;#039;t carrying the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Aura of Devotion ===&lt;br /&gt;
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Smite of Protection ===&lt;br /&gt;
Your magical smite now radiates protective energy. Whenever you use a Paladin&amp;#039;s Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Holy Nimbus ===&lt;br /&gt;
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Holy Ward.&amp;#039;&amp;#039;&amp;#039; You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Radiant Damage.&amp;#039;&amp;#039;&amp;#039; Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sunlight.&amp;#039;&amp;#039;&amp;#039; The aura is filled with Bright Light that is sunlight.&lt;br /&gt;
&lt;br /&gt;
|-|Oath of Glory=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&amp;#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they&amp;#039;re all ready when destiny calls.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These paladins share the following tenets:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Endeavor to be known by your deeds.&lt;br /&gt;
- Face hardships with courage.&lt;br /&gt;
- Inspire others to strive for glory.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of Glory Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of Glory Spells table. These spells count as paladin spells for you, but they don&amp;#039;t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Guiding Bolt || Heroism&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Enhance Ability || Magic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Haste || Protection from Energy&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Compulsion || Freedom of Movement&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Legend Lore || Yolande&amp;#039;s Regal Presence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Inspiring Smite ===&lt;br /&gt;
Immediately after you use Paladin&amp;#039;s Smite Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Peerless Athlete ===&lt;br /&gt;
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Aura of Alacricity ===&lt;br /&gt;
Your Speed increases by 10 feet.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally&amp;#039;s Speed increases by 10 feet until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Glorious Defense ===&lt;br /&gt;
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target&amp;#039;s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon&amp;#039;s range.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Living Legend ===&lt;br /&gt;
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Charismatic.&amp;#039;&amp;#039;&amp;#039; You are blessed with an otherworldly presence and have Advantage on all Charisma checks.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Saving Throw Reroll.&amp;#039;&amp;#039;&amp;#039; If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unerring Strike.&amp;#039;&amp;#039;&amp;#039; Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.&lt;br /&gt;
&lt;br /&gt;
|-|Oath of the Noble Genies=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Forgotten Realms: Heroes of Faerun&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. On Onos, many Paladins who swear this oath hail from Dastan, a land teeming with genies.&lt;br /&gt;
&lt;br /&gt;
Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:&lt;br /&gt;
- Sow the seeds of creation amid the ashes of destruction.&lt;br /&gt;
- Lead with splendor and grace.&lt;br /&gt;
- Respect the elements, and fear their wrath.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of the Noble Genies Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of the Noble Genies Spells table. These spells count as paladin spells for you, but they don&amp;#039;t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Chromatic Orb || Thunderous Smite&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Mirror Image || Phantasmal Force&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Fly || Gaseous Form&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Conjure Minor Elementals || Summon Elemental&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Cone of Cold || Contact Other Plane&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Elemental Smite ===&lt;br /&gt;
Immediately after you use a Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dao&amp;#039;s Crush:&amp;#039;&amp;#039;&amp;#039; Earth rises up around the target of your Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Djinni&amp;#039;s Escape:&amp;#039;&amp;#039;&amp;#039; You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Efreeti&amp;#039;s Fury:&amp;#039;&amp;#039;&amp;#039; The target of your Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Marid&amp;#039;s Surge:&amp;#039;&amp;#039;&amp;#039; The target of your Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Genie&amp;#039;s Splendor ===&lt;br /&gt;
When you aren&amp;#039;t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.&lt;br /&gt;
&lt;br /&gt;
You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Aura of Elemental Shielding ===&lt;br /&gt;
Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.&lt;br /&gt;
&lt;br /&gt;
At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Elemental Rebuke ===&lt;br /&gt;
When you are hit by an attack roll, you can take a Reaction to halve the attack&amp;#039;s damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Noble Scion ===&lt;br /&gt;
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Flight:&amp;#039;&amp;#039;&amp;#039; You have a Fly Speed of 60 feet and can hover.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Wish:&amp;#039;&amp;#039;&amp;#039; When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.&lt;br /&gt;
&lt;br /&gt;
|-|Oath of Vengeance=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;Player&amp;#039;s Handbook 2024&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves&amp;#039; guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These paladins share the following tenets:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Show the wicked no mercy.&lt;br /&gt;
- Fight injustice and its causes.&lt;br /&gt;
- Aid those harmed by injustice.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of Vengeance Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of Vengeance Spells table. These spells count as paladin spells for you, but they don&amp;#039;t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells !! &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Bane || Hunter&amp;#039;s Mark&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Hold Person || Misty Step&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Haste || Protection from Energy&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Banishment || Dimension Door&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Monster || Scrying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Vow of Enmity ===&lt;br /&gt;
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.&lt;br /&gt;
&lt;br /&gt;
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Relentless Avenger ===&lt;br /&gt;
Your supernatural focus helps you close off a foe&amp;#039;s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature&amp;#039;s Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn&amp;#039;t provoke Opportunity Attacks.&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Soul of Vengeance ===&lt;br /&gt;
Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it&amp;#039;s within range.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Avenging Angel ===&lt;br /&gt;
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can&amp;#039;t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Flight.&amp;#039;&amp;#039;&amp;#039; You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Frightful Aura.&amp;#039;&amp;#039;&amp;#039; Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
= Homebrew =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Oath of Civilization=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;KHB&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Droch Crisis taught the world a brutal truth: civilizations do not fall because they are weak, but because no one stands in the way of what hunts them.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Paladins who swear the Oath of Civilization are not champions of abstract virtue or cosmic good. They are wardens of roads, walls, and hearthfires—hunters of existential threats. Where monsters would carve out territory through fear and predation, these paladins advance, name the threat, and end it. To them, civilization is not an ideal. It is a line that must hold.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;These paladins share the following tenets:&amp;#039;&amp;#039;&lt;br /&gt;
- Protect the places where people live, gather, and endure.&lt;br /&gt;
- Existential threats must be identified and eliminated.&lt;br /&gt;
- Retreat is permitted; extinction is not.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oath of Civilization Spells ===&lt;br /&gt;
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Oath of Civilization Spells table. These spells count as paladin spells for you, but they don’t count against the number of paladin spells you prepare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Alarm, Hunter’s Mark&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || See Invisibility, Zone of Truth&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Glyph of Warding, Remove Curse&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Banishment, Guardian of Faith&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Hold Monster, Wall of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Civilized Verdict ===&lt;br /&gt;
Immediately after you use a Smite, you can expend one use of your Channel Divinity to invoke another Paladin’s Smite you know that isn’t the same as the first one as part of this attack.&lt;br /&gt;
&lt;br /&gt;
This second Smite doesn’t use a spell slot and is cast at a level equal to the highest-level Smite you know.&lt;br /&gt;
&lt;br /&gt;
You must be able to use the second Smite on the same triggering hit (for example, it must be a Smite that triggers “immediately after hitting” with the same kind of attack).&lt;br /&gt;
&lt;br /&gt;
If the second Smite calls for a saving throw, the target makes it as normal.&lt;br /&gt;
&lt;br /&gt;
The second Smite counts as you using that Smite.&lt;br /&gt;
&lt;br /&gt;
=== Level 7: Aura of Dominion ===&lt;br /&gt;
While a creature is within your Aura of Protection, hostile creatures can’t gain Advantage on attack rolls against creatures in the aura from effects or traits originating from the attacker.&lt;br /&gt;
&lt;br /&gt;
This doesn’t affect Advantage granted by conditions or effects affecting the target (such as the Paralyzed or Restrained conditions).&lt;br /&gt;
&lt;br /&gt;
=== Level 15: Existential Threat ===&lt;br /&gt;
When a creature reduces you to half your Hit Point maximum or fewer, you can choose that creature and mark it as a Threat to Civilization (no action required).&lt;br /&gt;
&lt;br /&gt;
While you remain at half your Hit Point maximum or fewer and the marked creature is alive, you gain the following benefits against it:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;No Sanctuary.&amp;#039;&amp;#039;&amp;#039; Your attacks and Smites ignore damage resistance, and if the creature has Immunity to a damage type you deal, that Immunity is treated as Resistance instead.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Total Commitment.&amp;#039;&amp;#039;&amp;#039; You add your Charisma modifier to the damage of every weapon attack and every Smite you deal to the marked creature.&lt;br /&gt;
&lt;br /&gt;
The mark ends early if you are healed above half your Hit Point maximum, or if the marked creature drops to 0 Hit Points.&lt;br /&gt;
&lt;br /&gt;
You can have only one creature marked as a Threat to Civilization at a time.&lt;br /&gt;
&lt;br /&gt;
=== Level 20: Last Line of Civilization ===&lt;br /&gt;
As a Bonus Action, you invoke the absolute mandate of civilization, empowering your Aura of Protection for 1 minute or until you end it (no action required).&lt;br /&gt;
&lt;br /&gt;
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).&lt;br /&gt;
&lt;br /&gt;
While this feature is active, your Aura of Protection gains the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;No Preying on the Fleeing.&amp;#039;&amp;#039;&amp;#039; Hostile creatures can’t make Opportunity Attacks against creatures in the aura.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Claimed Ground.&amp;#039;&amp;#039;&amp;#039; Hostile creatures can’t teleport into or within the aura. If a hostile creature attempts to do so, the teleportation fails and the spell or effect is wasted.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Extermination Mandate.&amp;#039;&amp;#039;&amp;#039; Once on each of your turns, when you hit a creature with a weapon attack and use your Smite, you can apply Civilized Verdict to that attack without expending Channel Divinity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Paladin]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>