The statblocks of your class features
[block: 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: even if you later get to choose again.
Defense
While you are wearing armor]
[block: you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons]
[block: 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]
[block: 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 within 5 feet of you]
[block: you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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
When you reach 4th level]
Blighted Mutations
D10 | Name | Description | Effect | |
---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | |
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | |
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | |
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | |
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet | |
[block: you can’t increase an ability score above 20 using this feature.
Using the optional feats rule]
[block: you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level]
[block: whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level]
[block: the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level]
[block: the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level]
[block: you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level]
[block: the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level]
[block: the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level]
[block: you can use your 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 modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aura Improvements
At 18th level]
[block: the range of your auras increase to 30 feet.
Tenets of Heroism
The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.
Actions Over Words Strive to be known by deeds]
[block: not words.
Challenges Are But Tests Every hardship serves to challenge your abilities and harden your resolve.
Embrace Destiny You didn't choose this path]
[block: but it's yours to walk. And it will carry you into legend.
Hone the Body Like raw stone]
[block: your body must be worked so its potential can be realized.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Heroism Spells
Paladin Level Spells
3rd Expeditious Retreat]
[block: Guiding Bolt
5th Enhance Ability]
[block: Enthrall
9th Haste]
[block: Protection from Energy
13th Compulsion]
[block: Freedom of Movement
17th Commune]
[block: Conjure Volley
Channel Divinity
When you take this oath at 3rd level]
[block: you gain the following two Channel Divinity options.
Legendary Strike You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute]
[block: your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Peerless Athlete You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action]
[block: you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.
Mighty Deed
At 7th level]
[block: up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.
• The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
• The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
Once you use this feature you can't use it again until the start of your next turn.
Glorious Defense
At 15th level]
[block: you can make one weapon attack against the attacker as part of this reaction.
Living Myth
Starting at 20th level]
[block: you gain the following benefits for 10 minutes.
• You are blessed with otherworldly comeliness]
[block: gaining advantage on all Charisma checks.
• Once on each of your turns when you make a weapon attack and miss]
[block: you can cause that attack to hit instead.
• If you fail a saving throw]
[block: you can use your reaction to succeed instead.
Once you use this feature]