The statblocks of your class features
[block: Oath of Vengeance
Lvl 3 - Bane]
[block: Hunter’s Mark
Divine Sense
The presence of strong evil registers on your senses like a noxious odor]
[block: as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest]
[block: you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool]
[block: you can restore a total number of hit points equal to your paladin level × 5.
As an action]
[block: up to the maximum amount remaining in your pool.
Alternatively]
[block: expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
At 2nd level]
[block: you adopt a style of fighting as your speciality.
Defense
While you are wearing armor]
[block: you gain a +1 bonus to AC.
Spellcasting
By 2nd level]
[block: you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher]
[block: 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 paladin spells that are available for you to cast]
[block: rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example]
[block: you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells]
[block: 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 (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level]
[block: to a maximum of 6d8.
Divine Health
By 3rd level]
[block: the divine magic flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level]
[block: committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th]
Ferren Background
1d20 | Background |
---|
1 | A nasty fight left you scarred. |
2 | You were seduced by a devil. Gain 1 Corruption. |
3 | You spent a few years in the wilderness. Gain a random wilderness profession. |
4 | You killed someone in cold blood. Gain 1 Corruption. |
5 | You fell in love with a human and had a child. |
6 | You were raised by priestesses of the Moon Maiden. |
7 | You stumbled into a hidden kingdom and remained there for 1d6 years. |
8 | Someone important to you died; the loss haunts you still. |
9 | Some rotten child mistook you for a cat and took you home. You only just escaped with your life. |
10 | You earned a living working in one of your professions. |
11 | You traveled extensively. You can speak one additional language. |
12 | Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else. |
13 | You received an education. You know how to read the Common Tongue. |
14 | You helped defend your community from a beastmen attack. |
15 | You found a scroll containing an incantation of a rank 0 spell (chosen by the GM). |
16 | You unmasked a killer or a cultist at large in your community. |
17 | You created a lasting piece of art. Add artist to your list of professions. |
18 | You found a potion (of the GM’s choice). |
19 | Someone important owes you a big favor. |
20 | You came into money. Start the game with 2d6 cp. |
[block: and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
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]
[block: 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]
[block: the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity]
[block: 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 saving throws. When you use such an effect from this class]
[block: the DC equals your paladin spell save DC.
Ability Score Improvement: Strength +1 and Cons +1]