hit dice:
1d10
hit points at 1st level:
10 + Constitution modifier
hit points at higher levels:
1d10 (or 6) + Constitution modifier
armor proficiencies:
All Armor Types, 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:
- a martial weapon and a shield or 2 martial weapons
- five javelins or a simple melee weapon
- a priest's pack or an explorer's pack
- chain mail and a holy symbol
spellcasting:
See table for spell slots available per level.
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. The spells must be of a level for which you have spell slots.
You can change the 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.
class features:
Divine Sense
The presence of strong evil registers on your 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' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, 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, 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 you paladin level x 5.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison 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 or constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty.
- Defense: While wearing armor, you have a +1 bonus to AC.
- Dueling: When 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 a 2 on the 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 within 5' of you, you can use your reaction to impose disadvantage on the 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 damage is 2dg 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, to a maximum of 6d8.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever.
Oath spells granted do not count against the number of spells you can prepare each day.
You must finish a short or long rest to regain Channel Divinity uses.
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' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30'.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious.
At 18th level, the range of this aura becomes 30'.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your 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.
Cleansing Touch
Beginning at 14th level, 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. You regain expended uses when you finish a long rest.
subclass options:
LEVEL | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |