At 7th level, you must take on a paladin oath, which requires you to sacrifice power of your own. You take the following penalties:
you do not get an extra full spell slot at 7th.
You do not learn an extra spell at 7th, 9th, and 11th level.
At 7th level, you gain a +2 bonus to saves vs spells, magical abilities, and diseases.Â
The bonus to saves increases by +1 at 8th and 11th level.
At 7th level, you gain a +1 bonus to your maximum rest dice. This increases to 2 at 9th, and 3 at 11th cleric level.
At 7th cleric level, choose one ability from the list below:
Banish - Spend 3 rest dice as an action to dispel magic in a 15ft cone in front of you. Make a religion check and add your divine protection bonus to it. All magical or supernatural effects that have their DC overcome or equaled by the check are dispelled. Extraplanar or supernatural, undead, and ethereal creatures take 3d10 force damage. This ability has a cooldown chance of 1d6 > 2.
Bless - You can spend 2 rest dice as an action to grant a creature within 15ft a +1 bonus to all d20 rolls for the next minute. Does not stack.
Cleanse - You can spend 2 rest dice as an action to dispell a creature of enchantments, curses, hexes, and diseases. Make a religion check and add your divine protection bonus to it. All such effects that have their DCs overcome or equaled by the check are dispelled and removed. If cast on an undead, it can instead force them to make a wisdom save vs your result, either taking 3d10 + your wisdom bonus necrotic damage, or being compelled for 2d4 rounds.
Smite - You can spend 1 rest dice as a free action to make the attack deal an extra 2d8 radiant damage. Can only be done once per attack.
Ward - You can spend 2 rest dice as an action to grant allies within 30ft 2d8 + wisdom bonus temporary health which lasts 1 minute.
At 8th cleric level, choose 2 upgrades from the list below
Aura - So long as allies are within 30ft of you, you can grant them your divine protection bonus as a reaction to them having to make a save vs a valid effect.
Devotee of fire - You gain resistance to fire damage. Your cleric damage dealing abilities and damage dealing spells deal an extra 1d6 points of fire damage(per ability.) Other fire damage you deal is increased by 1 dice size category. Excludes taking other devotee of X traits.
Devotee of justice - Your attacks against undead and opponents of your oath(subject to GM) gain a +1 bonus, and the durations of your abilities, spells, and effects gainst them is increased by 1 unit category size (round -> minute -> hour -> day.) Excludes taking other devotee of X traits.
Devotee of light - You gain resistance to radiant damage. Healing you receive and apply is increased by 1d4, and temporary and arcane health you apply is increased by 1d6. Excludes taking other devotee of X traits.
Devotee of order - Your rest dice maximum is increased by 2. You are immune to madness effects. Excludes taking other devotee of X traits.
Devotee of strength - You gain a +1 bonus to all physical attributes. Whenever you resist a fear, terror, or compulsion effect, regain 1 rest dice.
Devotee of war - Damage dealing paladin powers you have deal an extra dice of damage. Gain proficiency with medium armor. If already proficient, gain proficiency with heavy armor. Excludes taking other devotee of X traits.
Greater banish- Requires the banish paladin ability. Extend it's range by 5dft, add +1 bonus to its religion check roll, and deal an extra 1d10 damage to its valid creatures. Can be taken multiple times.
Greater bless - Requires the bless paladin ability. Increase bonus by +1 and reduce rest dice cost by 1.
Greater cleanse - Requires the cleanse baladin ability. Gain a +1 bonus to its religion check roll, and deal an extra 1d10 damage to valid targets and increase compulsion effect on undead by 1d4 rounds. Can be taken multiple times.
Greater smite - Requires the smite paladin ability. Increase its damage by 1d8 radiant damage. Can be taken multiple times.
Greater ward - Requires the ward paladin ability. Increase its range by 5ft and the temporary health granted by 1d8. Can be taken multiple times.
Lasting power - Choose a paladin power you know that has a duration. Increase the duration by 1 unit category (rounds -> minutes -> hours -> days)
Purity - You are immune to disease and poison damage.
Shield of faith - Increase your divine protection bonus by 1. Gain 1 temporary block at the start of combat.
At 9th cleric level, choose an extra paladin power ability.
At 10th cleric level, choose an extra paladin traits upgrade.
At 11th cleric level, choose an extra paladin power ability.
At 11th cleric level, choose an extra paladin traits upgrade.
At 12th paladin level, you have advantage on attacks against opponents of your oath (Subject to GM.)