Oath of the Colossus (Paladin Subclass) Version 1

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Colossal Smash. You can use your Channel Divinity to strike with the might of the Colossus. When you make a melee attack roll, you can use your Channel Divinity to release a shockwave that deals 2d8 bludgeoning damage to all hostile creatures within reach. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

  • Hero’s Entrance. You can use your Channel Divinity to protect an ally from harm. If a hostile creature attacks an ally that you can see within range, you may use your reaction to move 60 feet. If you end this movement adjacent to the ally, the attack in question is now targeting you. This movement does not provoke opportunity attacks.

Oath Spells

You gain Oath Spells at the Paladin levels listed.

Paladin Level



Mage Armor, Heroism


Gust of Wind(Winds of War), Warding Bond


Counterspell, Dispel Magic


Freedom of Movement, Stoneskin 


Antilife Shell, Awaken

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.

Anti-Magic Bulwark

Starting at 7th level, you radiate an aura that diminishes the power of magic used against you and your allies. You and any friendly creatures within 10 feet of you have advantage on saving throws against spells unless you are incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Shield of Durand

By 15th level, you can utilize your presence on the battlefield to draw the attention of your enemies. As an action, you can attempt to taunt your charisma modifier(minimum 1) enemies within 30 feet of your location. Your target hostile creatures within range must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier.

On a failed save, an affected creature must use its next turn to take the shortest path possible to reach your location. Also, for one minute, it has disadvantage on attack rolls against creatures other than you.

After using this feature, you must finish a short or long rest to use it again.

Might of the Colossus

At 20th level, once per short or long rest, you can assume the form of The Colossus. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet, refreshing your use of hero’s entrance if you have used it already.

  • You gain resistance against all damage dealt by harmful spell effects.

  • While airborne, if you use your Channel Divinity to make a Hero’s Entrance towards a grounded target, you can choose to crash down into the ground to reach them. All hostile creatures within a 30-foot radius of the target must succeed on a Dexterity saving throw or are dealt 6d12 force damage and knocked prone.

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