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PHB, Xanathar's Guide to Everything, Deep Magic Vol 1, Deep Magic Vol 2

Paladin

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose rather than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

You must have a Strength and Charisma score of 13 or higher in order to multiclass in or out of this class.

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "This I Promise You".

hit dice: 1d10 per Paladin level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shiled 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

  • Chainmail and a holy symobl

spellcasting:

By 2nd level, you have learned to draw on divine magic thorugh meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spells slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a spell 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, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (to a minimum of one spell). These spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 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 prayre and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is yoru spellcasting ability for your paladin spells, since their power derives from teh 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 yoru paladin spells.

class features:

Divine Sense

The presense of strong evil registers on yoru senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you tha tis not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identify (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presens of any playce or object that has been consecrated or desecrated, as within the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, 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, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from teh pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poisong affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as yoru speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you get to choose again later.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is whin 5 feet of you, you can use your reaction to impose disadvantage on teh attack roll. You must be wielding a shield.

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 increase by 1d8 if the target is an undead or a fiend.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you sear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, commited to teh path but not yet sworn to it. Choose from among the oaths detailed below. Your choise granst you features at 3rd level and again at 7th, 15th, 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, 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, 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 yoru Channel Divinity, you choose which option to use. You must then finish a short rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must maek a saving throw, the creature gains a bonus to teh saving throw equal to your Charisma modifier (with a minimum of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all yoru melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch

Beginning at 14th level, you can use yoru action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifer (a minimum of once). You regain expended uses when you finish a long rest.

Level
Proficiency Bonus
Features1st2nd3rd4th5th
1st
+2
Divine Sense, Lay on Hands-----
2nd
+2
Fighting Style, Spellcasting, Divine Smite2----
3rd
+2
Divine Health, Sacred Oath3----
4th
+2
Ability Score Improvement3----
5th
+3
Extra Attack42---
6th
+3
Aura of Protection42---
7th
+3
Sacred Oath feature43---
8th
+3
Ability Score Improvement43---
9th
+4
-432--
10th
+4
Aura of Courage432--
11th
+4
Improved Divine Smite433--
12th
+4
Ability Score Improvement433--
13th
+5
-4331-
14th
+5
Cleansing Touch4331-
15th
+5
Sacred Oath feature4332-
16th
+5
Ability Score Improvement4332-
17th
+6
-43331
18th
+6
Aura improvements43331
19th
+6
Ability Score Improvement43332
20th
+6
Sacred Oath feature43332

Created by

ColTigh128.

Statblock Type

Class Features

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