
Paladins who take the Oath of Battle have promised to vanquish all foes, no matter the cost. Supremacy in battle comes before all other things. Nothing stops an Oath of Battle Paladin except death. They strike fear in the hearts of their enemies as they storm across the battlefield. The paladin draws the attention of his foes and then inflicts pain and suffering without end.
These Paladins share the following tenets:
- Never let an enemy escape alive.
- You are nothing without your fellow warriors.
- Defeat is not an option.
Oath of Battle Spells
Level 3: The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Battle Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Command, Compelled Duel |
| 5 | Earthbind, Shining Smite |
| 9 | Fear, Incite Greed |
| 13 | Fabricate, Shadow of Moil |
| 17 | Destructive Wave, Geas |
Painful Touch
Level 3: As a Magic Action, you can expend one use of your Channel Divinity to use your Lay On Hands to inflict injury upon your enemies. Make a melee spell attack against a target within reach. On a hit, the creatures takes Radiant damage equal to a number of points you spend from your Lay On Hands pool.
Aura of Fear
Level 7: Enemies that start their turn in your Aura of Protection must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the creature is Frightened until the start of its next turn.
River of Death
Level 15: As an Attack action, you may attack every opponent on your way to your target. You move up to your speed and must end your turn adjacent to an enemy. During this move make an attack against each creature of your choice within your reach. Once you use this feature, you can’t do so again until you finish a Long Rest.
Paragon of the Gods
Level 20: As a Bonus Action, you assume a form worthy of eternal legend, granting the benefits below for 1 minute or until you end them (no action required). 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 level 5 spell slot (no action required).
Claim the Glory. When a creature within 30 feet of you is reduced to 0 Hit Points, you can take a Reaction to move up to your speed towards that creature. After moving you make one melee attack against that creature or another creature within reach. If your attack hits, you gain Temporary Hit Points equal to your Charisma modifier.
Aura of Awe. Creatures of your choice in your Aura of Protection have Disadvantage on saving throws against being Frightened. If a Frightened creature takes damage from you, it takes additional Radiant damage equal to your Proficiency Bonus.






