Level 1
- Hit Points: 10 + Constitution modifier
- Proficiencies: All armor, shields, simple weapons, martial weapons, Wisdom and Charisma saving throws, choose two skills from Athletics, Animal Handling, Intimidation, Nature, Perception, Survival.
- Features: Sacred Beast Companion
Level 2
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 2 (1st level)
- Features: Divine Smite, Spellcasting
Level 3
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 3 (1st level)
- Features: Archetype (Path of the Wild War choice)
Level 4
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 3 (1st level)
- Features: Ability Score Improvement
Level 5
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 2 (2nd level)
Level 6
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 2 (2nd level)
- Features: Enhanced Bond
Level 7
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level)
- Features: Archetype feature
Level 8
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level)
- Features: Ability Score Improvement
Level 9
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 2 (3rd level)
Level 10
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 2 (3rd level)
- Features: Divine Protection
Level 11
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 2 (3rd level)
Level 12
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 2 (3rd level)
- Features: Ability Score Improvement
Level 13
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level)
Level 14
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level)
- Features: United Assault
Level 15
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level)
- Features: Archetype feature
Level 16
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level)
- Features: Ability Score Improvement
Level 17
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level), 2 (4th level)
Level 18
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level), 2 (4th level)
Level 19
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level), 2 (4th level)
- Features: Ability Score Improvement
Level 20
- Hit Points: 1d10 (or 6) + Constitution modifier
- Spell Slots: 4 (1st level), 3 (2nd level), 3 (3rd level), 2 (4th level)
- Features: Archetype feature
hit dice:
1d10
hit points at 1st level:
1d10 + your Constitution modifier
hit points at higher levels:
1d10 + your Constitution modifier
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
saving throws:
Charisma, Strength
skills:
Athletics, Animal Handling, Intimidation, Nature, Perception, and Survival
starting equipment:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
spellcasting:
Cantrips (0 Level)
- Guidance
- Light
- Resistance
- Sacred Flame
- Spare the Dying
- Thaumaturgy
1st Level
- Bless
- Cure Wounds
- Divine Favor
- Heroism
- Shield of Faith
- Speak with Animals
2nd Level
- Aid
- Animal Messenger
- Barkskin
- Enhance Ability
- Hold Person
- Lesser Restoration
3rd Level
- Aura of Vitality
- Conjure Animals
- Crusader’s Mantle
- Daylight
- Revivify
- Spirit Guardians
4th Level
- Aura of Life
- Death Ward
- Guardian of Faith
- Locate Creature
5th Level
- Circle of Power
- Commune with Nature
- Destructive Wave
- Greater Restoration
- Holy Weapon
class features:
Level 1: Sacred Beast Companion
At 1st level, you form a sacred bond with a beast companion. Choose a beast that is no larger than Medium and has a challenge rating of 1/2. Your companion acts on your initiative and obeys your commands. If your companion is reduced to 0 hit points, it returns to life with full hit points after a long rest, or you can expend a spell slot to revive it with full hit points as an action.
- Hit Points: Your companion’s hit point maximum equals its normal maximum or four times your Beastbound Templar level, whichever is higher.
- Proficiency Bonus: Your companion uses your proficiency bonus in place of its own.
- Actions: On its turn, your companion can take the Attack, Dash, Disengage, Dodge, or Help action. As a bonus action, you can command it to take the Attack action.
Level 2: Divine Smite
- Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Level 2: Spellcasting
By 2nd level, you have learned to draw on divine magic through prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the Beastbound Templar spell list.
- Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Beastbound Templar spells.
- Preparing and Casting Spells: The Beastbound Templar table shows how many spell slots you have to cast your spells. To cast one of your Beastbound Templar spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Beastbound Templar spells that are available for you to cast, choosing from the Beastbound Templar spell list. When you do so, choose a number of Beastbound Templar spells equal to your Charisma modifier + half your Beastbound Templar level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
- Spellcasting Ability: Charisma is your spellcasting ability for your Beastbound Templar 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 Beastbound Templar spell you cast and when making an attack roll with one.
subclass options:
Path of the Guardian
Paladins who follow the Path of the Guardian are protectors, shielding their allies and using their bond to safeguard those they defend.
Level 3: Protective Aura
- You and your companion can project a protective aura. When an ally within 10 feet of you or your companion is hit by an attack, you can use your reaction to impose disadvantage on the attack roll. The range increases to 30 feet at 18th level.
Level 7: Guardian’s Vow
- You and your companion can interpose yourselves to protect others. When a creature within 5 feet of you or your companion is attacked, you can use your reaction to swap places with that creature and become the target of the attack instead.
Level 15: Protective Roar
- As an action, you and your companion can emit a roar that empowers your allies. Allies within 30 feet of you gain advantage on saving throws and are immune to being frightened for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Level 20: Eternal Sentinel
At 20th level, you and your companion can enter a state of perfect vigilance for 1 hour. While in this state, you and your companion gain the following benefits:
- Fortified Defense: You both have resistance to all damage.
- Inspire Courage: Allies within 30 feet of you can’t be frightened or charmed.
- Unyielding Guardian: You and your companion can’t be reduced below 1 hit point unless you choose to end this state early.
- Once you use this feature, you can’t use it again until you finish a long rest.
Path of the Savage
Paladins who follow the Path of the Savage embrace the ferocity of the wild, channeling their rage and that of their companion into powerful attacks.
Level 3: Savage Strike
- When you or your companion score a critical hit, the target is stunned until the end of its next turn.
Level 7: Ferocious Assault
- When you use your Divine Smite feature, you can choose to also imbue your companion’s attacks with divine fury. For 1 minute, your companion’s attacks deal additional radiant damage equal to 1d8. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 15: Bloodlust
- When you or your companion reduce a creature to 0 hit points, you both gain advantage on attack rolls until the end of your next turn.
Level 20: Avatar of the Wild Hunt
At 20th level, you and your companion can transform into avatars of the hunt for 1 minute. While in this form, you gain the following benefits:
- Huntmaster’s Speed: Your movement speed and your companion’s movement speed are both doubled.
- Savage Fury: Your melee weapon attacks and your companion’s attacks score a critical hit on a roll of 19 or 20.
- Relentless Pursuit: You and your companion have advantage on attack rolls against creatures that have less than their maximum hit points.
- Once you use this feature, you can’t use it again until you finish a long rest.
Path of the Tracker
Paladins who follow the Path of the Tracker are adept hunters, excelling in tracking and eliminating their foes with precision.
Level 3: Hunter’s Mark
- You can cast the Hunter’s Mark spell without expending a spell slot. When you use this feature, you can apply Hunter’s Mark to a target as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Level 7: Wilderness Stealth
- You and your companion can hide even while lightly obscured by natural phenomena (such as foliage, heavy rain, or falling snow). Additionally, you and your companion have advantage on Dexterity (Stealth) checks.
Level 15: Unerring Tracker
- You can track creatures over any terrain, and you have advantage on Wisdom (Survival) checks to find or follow tracks. Additionally, you and your companion have advantage on attack rolls against creatures you are tracking.
Level 20: Master of the Wilds
- At 20th level, you and your companion become unparalleled hunters. For 1 hour, you gain the following benefits:
- Perfect Camouflage: You and your companion can’t be detected by non-magical means while hiding, and you have advantage on saving throws against being detected by magical means.
- True Strike: Your melee weapon attacks and your companion’s attacks score a critical hit on a roll of 19 or 20.
- Relentless Pursuit: Once per turn, when you hit a creature with a melee attack, you can cause that attack to deal an extra 2d8 damage.
- Once you use this feature, you can’t use it again until you finish a long rest.