The Paladin Class
undefined | Proficiency Modifier | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | Spells Known | Features |
---|---|---|---|---|---|---|
1 | +2 | 0 | 0 | 0 | 0 | Holy Aura, Lay on Hands |
2 | +2 | 2 | 0 | 0 | 2 | Fighting Style, Spellcasting, Divine Smite |
3 | +2 | 2 | 0 | 0 | 2 | Divine Health I, Subclass I |
4 | +2 | 3 | 0 | 0 | 3 | Ability Score Improvement |
5 | +3 | 3 | 2 | 0 | 3 | Extra Attack |
6 | +3 | 4 | 2 | 0 | 4 | Aura of Protection |
7 | +3 | 4 | 3 | 0 | 4 | Subclass II |
8 | +3 | 4 | 3 | 0 | 5 | Ability Score Improvement |
9 | +4 | 4 | 3 | 2 | 5 | Unending Smite |
10 | +4 | 4 | 3 | 2 | 6 | Aura of Courage |
11 | +4 | 4 | 3 | 2 | 6 | Divine Health II |
12 | +4 | 4 | 4 | 2 | 7 | Ability Score Improvement |
Basic Stats:
Level 1 HP = 10 + your Constitution Modifier; Gaining an additional [1d10 (or 6) + your Constitution Modifier] HP with every additional Paladin Level
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Bucklers, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saves: Proficiency with Wisdom and Charisma Saving Throws
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
any Martial Weapon and a Shield or 2 Martial Weapons
5 Javelins and any other Simple Weapon
a Holy Symbol and a Gambeson or a Light Chain Shirt or a Heavy Chainmail
a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
Holy Aura - You constantly emit an invisible aura in a 4m radius (while conscious) as your power flows through you, providing you some benefits
You and any allies within this area gain a Bonus to a Saving Throw of your choice equal to your Charisma Modifier. You can change this selection every time you finish a Short or Long Rest
At any point you can focus on this aura, which grants you the knowledge on if there is an Aberration, Celestial, Fiend, or Undead; any Consecrated or Desecrated Areas; or if a Creature adjacent to you is Cursed
Lay on Hands
You gain a pool of radiant energy equal to 5* your Paladin Level. You can use an Action and touch any Creature with less than their Maximum HP. You can give them any amount of HP from this pool, or you can expend 5 Points to cure a Disease or Poison affecting it. You regain 2* your Paladin Level worth of energy after completing a Short Rest, and you regain all expended energy after completing a Long Rest. In addition, starting at 8th Level you can expend 10 Points to instead removed the Blinded, Deafened, Paralyzed, Petrified, or Stunned Conditions
Fighting Style - Choose 1 Style from the list below, you cannot choose one if you already have chosen in any other way. Every time you take an additional Level in this Class you can change this style.
Blessed Warrior - You can select any 2 Cantrips from the Cleric Spell List. These are Paladin Spells for you and utilize your Charisma Modifier. Every time you gain a Level in the class you can replace one of these with another from the List
Defensive - You modify your Armor to fit you in a superior way, it has +1 AC when you wear it
Duelist - When only wielding a single one-handed Weapon (without the Versatile Property) you gain +3 to that Weapon’s Damage Roll
Great Weapon Fighter - When using a Weapon in two hands that only uses 1 Damage Die and you Roll Damage, treat a result less or less than 3 as a 3. If it uses 2 Damage Die then treat any result on the Dice less than a 2 as a 2
Interception - If an ally is within 3m of you and a Weapon Attack would hit them you can reduce the damage by 1d10 + your Proficiency Bonus by using your Reaction to Intercept the Attack
Light Traveler - When not wearing Medium Armor, Heavy Armor, or wielding a Shield you gain a Climbing and Swimming Speed equal to your Movement Speed and increase your Movement Speed by 2m
Offensive - Gain +1 to Attack and Damage Rolls with Weapons you are Proficient with
Thrown Weapon Fighter - When you use your Action to Throw a Weapon you can immediately draw another Weapon of that Type as a Free Action. Any Weapons without the Thrown Property gain the Thrown Property (2m/10m) if you’re Proficient. Finally, you can draw and throw a Weapon with the Thrown Property as part of an Opportunity Attack
Two Weapon Fighting - When you make an Attack with your off-hand Weapon you can add the appropriate Ability Modifier to the Damage Roll
Spellcasting - Spellcasting - At 2nd Level you learn to harness some Magic from the source of your Beliefs
Spells Known
You know two 1st-level spells of your choice from the Paladin spell list. The Spells Known column of the Paladin table shows when you learn more Paladin spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. You can change out one of these Spells every time you finish a Long Rest
Spell Slots
The Paladin table shows how many spell slots you have to cast your Paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st and 2nd-level spell slot available, you can cast it using either slot
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite - In moments of tense danger you can harness a concentrated type of your power into a weapon for a brief moment instead of utilizing it on casting a Spell.
When you deal Damage with a Melee Attack you can expend a Spell Slot to deal an additional 2d6 Radiant Damage. When you gain higher Level Spell Slots you can spend those instead, with each additional Level granting you an additional d6 of Damage. If the Creature you target with this Feature is an Aberration, Fiend, or Undead you can add an additional d6 Damage. You can utilize this Feature at your discretion, with Ranged Attacks however you only gain half as many d6 (rounded down) as the energy isn’t as efficient.
Divine Health I - You have become Immune to all non-magical Diseases
Ability Score Improvement
When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each
Extra Attack
This ability allows you to Attack faster than before. When you make the Attack Action you can now make two Attacks instead of just one
Aura of Protection
Your Aura increases in power, you can select 3 different Saving Throws instead of 1
Your Aura increases in size to 8m
Unending Smite
Every time you deal Damage with a Melee Attack you deal an additional 1d8 Radiant Damage. If it is not a Melee Attack you deal 1d4 Damage instead
Aura of Courage
Your Aura increases in power, enhancing all Saving Throws instead of having to make a selection
Your Aura increases in size to 12m
You and all allies within Range also become Immune to the Feared Condition while it is active
Subclass - The Oaths listed below are the next step in a Paladin’s journey. Each Oath comes with tenets that the Paladin truly believes in and chooses to follow, though with each pathway of power there may be different specific interpretations of them (for instance, the different Divines may not be compatible with a specific Oath) or different ways to exemplify this in a mortal lifetime. Discuss with your GM the different places you could’ve learned these tenets or if they are just ways your character already acts. These Oaths grant additional abilities at the level they’re taken and at 7th Level as a Paladin truly takes on their Tenets
Ancients
Tenets
Tenets:
Kindle the Light - Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair
Shelter the Light - Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren
Preserve Your Own Light - Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world
Be the Light - Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
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Oath Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature
3rd - Ensnaring Strike, Speak with Animals
5th - Moonbeam, Misty Step
7th - Gust of Wind, Heat Metal
9th - Plant Growth, Protection from Energy
11th - Call Lightning, Enhance Ability
Oath Channeling - Your oath allows you to channel energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require Saves. When you use such an effect from this class, the DC equals your paladin spell save DC
Nature’s Kindness - You sit and meditate for 1 minute while in Nature, gathering the blessings of Nature Magic within the area. All Creatures within 4m of you regain HP equal to 2d8 + your Charisma Modifier + your Paladin Level
Nature’s Wrath - You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up from a point within 30m that you can see. Any Creature within 10m of that point must succeed on a Strength Saving Throw or be Restrained. While restrained by the vines, a creature repeats the Saving Throw at the end of each of its turns or can use its Action to do so. On a success, it frees itself and the vines vanish
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Aura of Warding
All Creatures affected by your Aura also have Resistance to all Damage inflicted by Spells or Magical effects and you can utilize your Reaction whenever you (or an ally within your Aura) is forced to make a Save to grant Advantage on the Save
Oath of the Crown - These Paladins have sworn either to a Divine Relic of a great Nation-State or within a group of magically inclined individuals which by the merit of their oath connect to the magic which transcends the planes, instead foisting this worldly connection to the realm of the divine within the heart of the Paladin
Tenets
Law - The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty - Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage - You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility - You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
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Crownguard
You can pick 3 Maneuvers from the Maneuvers List. You gain 3 d8s which are your Superiority Dice, you can expend one to perform a selected Maneuver. You regain 1 of these Dice on a Short Rest and all of them on a Long Rest. The DC for Saves on these abilities equals 8 + your Proficiency Bonus + your Dexterity or Strength Modifier (your choice). You can change which of the Maneuvers from the List that you'd like to prepare at the end of every Long Rest.
Crown Channeling
Champion’s Challenge
As a Bonus Action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 10m must make a Charisma Saving Throw. On a failure that creature can't willingly move more than 10m away from you and any Attacks it makes against a Creature other than you is made at Disadvantage. This effect ends on the creature if you are incapacitated or die or if they succeed on their save, which they remake at the end of each of their turns. They have Disadvantage on this Save if they dealt Damage to a Creature other than you in this duration
Turn the Tide
As a Bonus Action, you can bolster your next strike. You focus all your power into your Weapon and make your next Weapon Attack with Advantage. If it hits you can treat it as a Critical Hit regardless of the roll, treat all Damage rolled as Force Damage instead, and on top of this deals additional Damage equal to your Proficiency Bonus
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Aura of Martial Skill - You can select any Physical [Constitution/Dexterity/Strength] Save every time you finish a Long Rest. Creatures affected by your Aura gain an additional Bonus to it equal to your Proficiency Bonus and once per Day can reroll any Attack Roll that they miss by utilizing their Reaction
Oath of Destruction - This Oath represents a Paladin’s desire to fight a particular enemy and even though it’s not generally thought of as good the people who take this Oath can still follow a good purpose. Some adhere to the tenets of the Divine of Destroying Evil and hunt demons while others follow the Divine of War and pursue conquest of enemies on the battlefield.
Tenets
Tenets:
Rule with an Iron Fist - Once you have destroyed, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
No Mercy for the Wicked - Ordinary foes might win my mercy, but my sworn enemies do not.
Strength Above All - You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
Douse the Flame of Hope - It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
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Destruction Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature
3rd - Bane, Command
5th - Hold Person, Misty Step
7th - Bestow Curse, Haste
9th - Banishment, Dimension Door
11th - Fireball, Lightning Bolt
Destruction Channeling - Your oath allows you to channel energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a Short or Long Rest to use your Channel Divinity again. Some Channel Divinity effects require Saves. When you use such an effect from this class, the DC equals your paladin spell save DC
Presence of Destruction
You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 15m of you to make a Wisdom Saving Throw. On a failed Save, a creature becomes Frightened of you for 1 minute. The Frightened creature can repeat this Saves at the end of each of its turns, ending the effect on itself on a success. If you’ve hit the Creature with a Melee Attack on your last turn the Creature has Disadvantage on the Save.
Vow of Enmity
As a Bonus Action, you can utter a vow of enmity against a creature you can see within 10m of you. You gain a bonus on attack and damage rolls against the creature equal to your Proficiency Bonus for 1 minute, until it drops to 0 HP, or it falls unconscious
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Unyielding Pursuit - When a Creature provokes an Opportunity Attack you make the Attack with Advantage. If you hit, you deal additional Necrotic Damage equal to your 2* your Paladin Level and (as part of this Reaction) can move up to half your Movement Speed in pursuit of them
Oath of Devotion - This Oath is taken commonly by the followers of the healing or hearth Divines as it represents the focus on overall well being and making sure people are in good health. Its practitioners try to uphold a moral standard of justice in all that they do, which also makes them the most common type of Paladin of those who are in the process of learning the tenets of their Divine.
Tenets
Honesty - Don't lie or cheat. Let your word be your promise.
Courage - Never fear to act, though caution is wise.
Compassion - Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor - Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty - Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
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Devotion Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature
3rd - Protection from Evil and Good, Cure Wounds
5th - Sanctuary, Zone of Truth
7th - Protection from Energy, Prayer of Healing
9th - Beacon of Hope, Mass Healing Word
11th - Lesser Restoration, Revivify
Devotion Channeling - Your oath allows you to channel energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a Short or Long Rest to use your Channel Divinity again. Some Channel Divinity effects require Saves. When you use such an effect from this class, the DC equals your paladin spell save DC.
Sacred Weapon - As an Action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack Rolls made with that weapon. The weapon also emits bright light in a 6m radius and dim light another 6m beyond that. If the weapon is not already magical, it becomes magical for the duration. This effect ends if you use a Free Action to do so, if you are no longer holding or carrying this weapon, or if you fall unconscious
Turn the Unholy - As an Action, you present your holy symbol and speak a prayer censuring Aberrations, Fiends and Undead, using your Channel Divinity. Each aberration, fiend or undead that can see or hear you within 10m of you must make a Wisdom Saving Throw. If the creature fails its Save, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 10m of you. It also can't take reactions. For its Action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action instead
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Aura of Divine Will - Your Aura now protects people from effects that would Blind, Charm, Deafen, or Petrify them
Oath of Redemption - Oaths are meant to be held within the taker's heart and so it's appropriate that those sworn to the Divines of good, justice, and other such protective paths can take up this oath. It represents the chance for non-violence to succeed and barring that, to protect those who can't protect themselves.
Tenets
Peace - Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence - All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience - Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
Wisdom - Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
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Redemption Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature
3rd - Sanctuary, Healing Word
5th - Calm Emotions, Hold Person
7th - Aid, Silence
9th - Counterspell, Hypnotic Pattern
11th - Dispel Magic, Remove Curse
Redemption Channeling - Your oath allows you to channel energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require Saves. When you use such an effect from this class, the DC equals your paladin spell save DC
Emissary of Peace - You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Persuasion checks for the next 10 minutes
Return to the Fold - You can spend an Action to Channel your Divine Magic and send out a wave of Healing 20m around you. All Creatures Regain HP equal to 4d8 + your Charisma Modifier + your Paladin Level. If desired, as part of using this ability, you can cast your Calm Emotions Spell if it is prepared without expending a Spell Slot, impacting all of those hit with this Channeling
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Aura of the Guardian - When a creature affected by your Aura takes damage you can use your Reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and you can expend a 1st Level Spell Slot to gain Resistance to this Damage
Oath-breaker - Only those who have truly changed can take this path. It represents how some fall without failing, but rather through their own character flaws and personal desires. It pushes the neutral into evil and the evil into depravity if left unchecked and likely many people would seek out a person like this to put them down out of fear.
Tenets
Antidogmatic - You reject the methods of observing the world that others have determined, instead selecting your own ways of viewing the world
Fallen - You know that others have decided against your way of life before they have even met you and yet you pursue your own future without hesitation
Unyielding - You have forgotten the ability to follow the path others have laid out and refuse to be persuaded from your chosen course
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Oathbreaker Spells - Each odd Level you unlock a pair of Spells that you can select 1 of and add them to your Prepared Spells without counting towards your maximum Prepared Spells limit. Every time you take a Level in this Class you can change your selected Spells from this Feature
3rd - Hellish Rebuke, Inflict Wounds
5th - Crown of Madness, Ray of Enfeeblement
7th - Hex, Mind Spike
9th - Animate Dead, Bestow Curse
11th - Crusader’s Mantle, Spirit Guardians
Oathbreaker Channeling - Your oath allows you to channel energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.Some Channel Divinity effects require Saves. When you use such an effect from this class, the DC equals your paladin spell save DC
Control Undead - As an Action, you target one undead creature you can see within 10m of you. The target must make a Will Save. On a failed Save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect
Undead Force - You can spend a Bonus Action to cloak yourself in the essence of a Creature that has died within 10m of you recently, lasting up for 1 minute. You gain Shielding equal to 1d12 + your Paladin Level for the duration and Resistance to all Bludgeoning, Necrotic, Piercing, Poison, Radiant, and Slashing Damage for that time
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Aura of Violence
Creatures affected by your Aura gain a bonus to their Attack and Damage Rolls equal to your Charisma Modifier