Paladin, Oath of the Mask

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Paladin, Oath of the Mask

Tenets of The Mask

Be the Mask. The mask is who you are. Your face is your real mask.

Inspire with the Mask. You are for others. You must entertain the crowd, and inspire the weak to rise up.

Honor the Mask. You must be victorious. Bring glory to the eternal name of the mask.

Pass on the Mask. Every one grows old, but the mask lives on. When your time comes, you must give the mantle of the mask to another 

Expanded Spells List

You gain oath spells at the paladin levels listed.




Armor of  Agathys, Hellish Rebuke


Enlarge/Reduce, Enthrall


Erupting Earth, Haste


Otiluke's Resilient Sphere, Shadow of Moil


Antilife Shell, Bigby's Hand

Unarmored Defense

When you choose this archetype at 3rd level, while you are wearing no armor, not wielding a shield, and have no weapons equipped, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Martial Arts

When you choose this archetype at 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. While you are unarmed and you aren’t wearing armor or wielding a shield, you can roll a d6 in place of the normal damage of your unarmed strike. This increases to a d8 at 7th level, a d10 at 15th, and a d12 at 20th.

Creator's Note: Just as with the Unarmored Defense feature, Martial Arts features from different classes and archetypes do not stack with each other. You must use Martial Arts from one class or another.

Force Submission

At 3rd level, while you have no weapons, armor, or shields equipped, whenever you hit a creature with an unarmed strike, you may attempt a Grapple as a bonus action that turn.

Signature Moves

At 3rd level, your unarmed strikes are considered melee weapons for the sake of applying your Divine Smite feature and Paladin spells, such as such as Thunderous Smite and Elemental Weapon.

Channel Divinity

When you take this oath at level 3, you gain the following Channel Divinity option:

  • Enter the Ring. As an action, you select one creature of your choice within 30 feet of you. You and that creature are teleported to the floor of a demiplane that borders the plane that you are currently on. The demiplane is the shape of a 60-foot cube centered on your current position.
    The cube has a perfectly flat floor, ceiling, and walls, but takes on an appearance of your choosing. No magic can pass into or out of the demiplane. You and the selected creature remain on this demiplane for 1 minute, until you drop to zero hit points, or if you drop the effect as a bonus action.
    When the effect ends, you and the targeted creature appear back in your original positions on the plane you were previously on.

Empowered Fists

At 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Perfect Technique

At 7th level, once per turn in combat, whenever you successfully grapple an enemy, you may immediately cast any of your Paladin spells that have a casting time of 1 bonus action.

Extra Attack

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Finishing Move

At 20th level, you have perfected a deadly combo ending with a devastating, signature finishing move. On your turn, if you successfully attack a single creature three times with unarmed strikes, you gain another extra attack this turn. If this extra attack is an unarmed strike and is successful, it counts as a critical hit.

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