Oath of the Fallen Knight (5e Subclass)
From D&D Wiki
Oath of the Fallen Knight
This is a Subclass of Paladin
The Fallen Knight paladins were once a valorous knights that have broken their oaths, or committed some terrible sin, staining their reputation with shame. After a fall from grace, some paladins crawl further into the darkness, becoming anti-paladins, blackguards and oath-breakers; some, however, seek for closing, fighting to repair their mistake and clear their name.
Many of those who seek this oath were once loyal guards who have betrayed their protegees or their realms; others, have cowered in the face of danger, failing to uphold their vows. Either way, they find in the journey to redemption itself a source of power to fix the harm they have caused.
![]() |
---|
Credit to https://www.deviantart.com/theepic1 |
Tenets of the Fallen Knight
Each fallen knight have a unique reason to seek this oath, but they share the following tenets.
Honor. Never stray away from your objective; you can only recover your honor when you reach your goal.
Resolution. Do whatever it takes to achieve redemption from your act, this is your last opportunity.
Mercy. Every creature deserves a second chance.
Sacrifice. Dying in the path to redemption is a blessing.
Oath Spells
You get both spells at the corresponding levels.
Paladin Level | Spells |
---|---|
3rd | Hunters mark, Sacred Flame |
5th | Spiritual Weapon, Hold Person |
9th | Haste, Remove Curse |
13th | Dimension Door, Banishment |
17th | Flame strike, Geass |
Channel of Divinities
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Heavens Shield: As a bonus action, you can increase your current AC value by an amount equal to your Charisma modifier. This lasts for 1 minute or until you fall unconscious.
Death Vow: As a bonus action, you can make a vow to slay a certain enemy. Choose a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute, or until you fall unconscious.
Smite Punishment
Starting at the 7th level, Your righteous punishment holds no bounds. You may now add your Charisma modifier to the damage of your Divine Smite.
In addition, you can choose to use your Divine Smite to deal additional damage with your melee weapon attacks equal to 1d8. The damage is radiant. You can use your smite in that way a number of times equal to your Charisma modifier. Once you expend all your uses, you can't do it again until you complete a long rest.
Celestial Warrior's Light
At the 15th level, radiance is forever with you. As a bonus action, you can glow with a bright light emanating from your soul. This glow allows you to see in magical and non-magical darkness for up to 60 feet, and lasts for however long you wish it too. The light will shine through your clothes and armor. You gain advantage on any Charisma skill checks against any creature that can see the light within range.
Rising Angel Knight
Finally at the 20th level, your radiant energy shines like a bright light, a light you can use to help guide others through their own dark paths. You can assume the shape of an celestial being, gaining the following benefits for 10 minutes:
- Angel Form
- As an action, you retain your true celestial form that you used to have. For 1 hour you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You gain resistance to all damage types.
Once you use this feature, you can’t use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses