Oath of Banishment

Paladins who take on this oath pledge themselves to the defense of their plane from those outside it. Devils, elementals, aberrations, and other monstrosities often lay siege to planes outside their own, and it is such knights who rise up to stop them. Paladins who follow this oath are often called planar guardians or edgekeepers.

Tenets of Banishment

The tenets of the Oath of Banishment are the core beliefs and core behaviors that drive their quest for protection.

  • Due Diligence. To see all who come from beyond as evil is folly. You must remain aware of the goodness of outsiders.
  • Respect Both Ways. As you would expect any extraplanar being to show you respect on yours, show them respect on theirs. Do not interfere with the affairs of worlds beyond your own.
  • Understand Your Place. Seek knowledge on worlds and planes beyond your own. Look to the stars, the depths, and the heavens to understand what you must guard against.
Oath of Banishment Features
Level Features
3rd Channel Divinity
7th Aura of aberrant warding
15th Bordersight
20th Planar archknight
Oath of Banishment Spells
Level Features
3rd Compelled duel, shield of faith
5th Moonbeam, warding bond
9th Elemental weapon, protection from energy
13th Banishment, resilient sphere
17th Banishing smite, planar binding

Channel Divinity

3rd level Oath of Banishment feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature on how Channel Divinity works.

Planar Sundering. As an action, you may use your Channel Divinity to create a rift in the fabric between planes.

You may target a number of creatures within 30 feet of you that you can see equal to your proficiency bonus, and those creatures are targeted as though by the banishment spell using your paladin spell save DC. This effect is not considered magical or a spell, and you do not need to concentrate on the effect. However, at the end of each of the target’s turns, they may reattempt the Charisma saving throw, ending the effect and returning on a successful save.

Cleave Through Nature. When you hit a creature with a spell or weapon attack that deals damage they are either resistant or immune to, you may use your Channel Divinity to twist their nature to ensure full damage. The target must make a Charisma saving throw against your Paladin spell save DC. If they fail, for 1 minute if they were immune to the damage type they become only resistant to it, and if they were resistant they take that type of damage normally.

Aura of Aberrant Warding

7th level Oath of Banishment feature

Of all the interlopers who step across the boundaries of different planes, aberrations are the most directly cancerous.

As long as you aren’t incapacitated, you emanate an aura that weakens them when in your presence. Any aberration who is within 5 feet of you suffers disadvantage on attack rolls and saving throws, and you have advantage on all attacks against those creatures when they’re within range. When you reach 18th level as a Paladin, the range of the aura increases to 10 feet.


15th level Oath of Banishment feature

You can see the material and Border Ethereal simultaneously, and can choose to interact, target, attack or communicate with anything you can see in both as if you were on both simultaneously.

Planar Archknight

20th level Oath of Banishment feature

You can gather together planar energies to empower yourself, coating yourself in a shimmering rainbow aura composed of various types of energy and gaining the ability to cut open rifts in reality. As a bonus action, you gain the following benefits for 1 minute:

  • Choose one damage type between fire, cold, lightning, or radiant. All damage you deal becomes that damage type.
  • Choose one type of movement from the following: swim, fly (hover), or burrow. You gain movement speed of that type equal to your base movement speed.
  • Once on each of your turns, when you hit a creature with a weapon attack you may force them to make a Charisma saving throw against your Paladin spell save DC. If they fail, they are caught in a rift between realities and sent to a pocket dimension where they remain suspended and incapacitated until the end of your next turn, at which point they return to where they were.
  • Creatures that were born or were created on a different plane than the one you are on have disadvantage on saving throws against effects originating from you, and you have advantage on attack rolls against them.
  • Once you assume this form you cannot do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Section 15: Copyright Notice

The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

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